diff options
author | Kenneth Graunke <[email protected]> | 2014-02-01 19:46:45 -0800 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2014-02-03 00:53:11 -0800 |
commit | e1b1f2a687c219021f65219df59f412bc86daadd (patch) | |
tree | 099b769f2306382a38177a61b07236eea9d66973 /src/mesa/main/attrib.c | |
parent | 0354e50798d9f199c3a47b71e8c0a284bba5e8e6 (diff) |
mesa: Rename ElementArrayBufferObj to IndexBufferObj.
DirectX and most hardware documentation use the term "Index Buffer" to
refer to a buffer containing indexes into arrays of vertex data, which
allows random access to vertex data, rather than sequential access.
OpenGL uses a different term for this concept: "Element Array Buffer".
However, "Index Buffer" has become much more widespread. A quick
Google search shows 29,300 hits for "Element Array Buffer" vs.
82,300 hits for "Index Buffer."
Arguably, "Index Buffer" is clearer: an "element of an array" (or list)
usually refers to an actual item stored in the array, not the index used
to refer to it.
The terminology is also already used in Mesa: some VBO module code for
dealing with ElementArrayBufferObj names local variables "ib".
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/ElementArrayBufferObj/IndexBufferObj/g'
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/main/attrib.c')
-rw-r--r-- | src/mesa/main/attrib.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c index 5b5c48dbdab..00452804468 100644 --- a/src/mesa/main/attrib.c +++ b/src/mesa/main/attrib.c @@ -1486,7 +1486,7 @@ copy_array_attrib(struct gl_context *ctx, copy_array_object(ctx, dest->VAO, src->VAO); /* skip ArrayBufferObj */ - /* skip ElementArrayBufferObj */ + /* skip IndexBufferObj */ } /** @@ -1506,8 +1506,8 @@ save_array_attrib(struct gl_context *ctx, /* Just reference them here */ _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj, src->ArrayBufferObj); - _mesa_reference_buffer_object(ctx, &dest->VAO->ElementArrayBufferObj, - src->VAO->ElementArrayBufferObj); + _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj, + src->VAO->IndexBufferObj); } /** @@ -1552,10 +1552,10 @@ restore_array_attrib(struct gl_context *ctx, } if (!arb_vao - || src->VAO->ElementArrayBufferObj->Name == 0 - || _mesa_IsBuffer(src->VAO->ElementArrayBufferObj->Name)) + || src->VAO->IndexBufferObj->Name == 0 + || _mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, - src->VAO->ElementArrayBufferObj->Name); + src->VAO->IndexBufferObj->Name); } /** |