Revision: 60546
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60546
Author:   nazgul
Date:     2013-10-04 12:22:54 +0000 (Fri, 04 Oct 2013)
Log Message:
-----------
Code cleanup: remove unused function

Modified Paths:
--------------
    trunk/blender/source/blender/editors/include/BIF_glutil.h
    trunk/blender/source/blender/editors/screen/glutil.c

Modified: trunk/blender/source/blender/editors/include/BIF_glutil.h
===================================================================
--- trunk/blender/source/blender/editors/include/BIF_glutil.h   2013-10-04 
12:11:10 UTC (rev 60545)
+++ trunk/blender/source/blender/editors/include/BIF_glutil.h   2013-10-04 
12:22:54 UTC (rev 60546)
@@ -221,8 +221,5 @@
 /* Draw imbuf on a screen, preferably using GLSL display transform */
 void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf *ibuf, float 
x, float y, int zoomfilter);
 
-/* Transform buffer from role to scene linear space using GLSL OCIO conversion 
*/
-int glaBufferTransformFromRole_glsl(float *buffer, int width, int height, int 
role);
-
 #endif /* __BIF_GLUTIL_H__ */
 

Modified: trunk/blender/source/blender/editors/screen/glutil.c
===================================================================
--- trunk/blender/source/blender/editors/screen/glutil.c        2013-10-04 
12:11:10 UTC (rev 60545)
+++ trunk/blender/source/blender/editors/screen/glutil.c        2013-10-04 
12:22:54 UTC (rev 60546)
@@ -1160,57 +1160,3 @@
 
        glaDrawImBuf_glsl(ibuf, x, y, zoomfilter, view_settings, 
display_settings);
 }
-
-/* Transform buffer from role to scene linear space using GLSL OCIO conversion
- *
- * See IMB_colormanagement_setup_transform_from_role_glsl description for
- * some more details
- *
- * NOTE: this only works for RGBA buffers!
- */
-int glaBufferTransformFromRole_glsl(float *buffer, int width, int height, int 
role)
-{
-       GPUOffScreen *ofs;
-       char err_out[256];
-       rcti display_rect;
-
-       ofs = GPU_offscreen_create(width, height, err_out);
-
-       if (!ofs)
-               return FALSE;
-
-       GPU_offscreen_bind(ofs);
-
-       if (!IMB_colormanagement_setup_transform_from_role_glsl(role, true)) {
-               GPU_offscreen_unbind(ofs);
-               GPU_offscreen_free(ofs);
-               return FALSE;
-       }
-
-       BLI_rcti_init(&display_rect, 0, width, 0, height);
-
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-
-       glaDefine2DArea(&display_rect);
-
-       glaDrawPixelsTex(0, 0, width, height, GL_RGBA, GL_FLOAT,
-                        GL_NEAREST, buffer);
-
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
-
-       GPU_offscreen_read_pixels(ofs, GL_FLOAT, buffer);
-
-       IMB_colormanagement_finish_glsl_transform();
-
-       /* unbind */
-       GPU_offscreen_unbind(ofs);
-       GPU_offscreen_free(ofs);
-
-       return TRUE;
-}

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