From e1b1f2a687c219021f65219df59f412bc86daadd Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Sat, 1 Feb 2014 19:46:45 -0800 Subject: 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 Reviewed-by: Jordan Justen Reviewed-by: Ian Romanick Reviewed-by: Brian Paul --- src/mesa/main/get.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mesa/main/get.c') diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c index 4464e7d..f22acff 100644 --- a/src/mesa/main/get.c +++ b/src/mesa/main/get.c @@ -839,7 +839,7 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu ctx->Array.VAO->VertexBinding[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name; break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: - v->value_int = ctx->Array.VAO->ElementArrayBufferObj->Name; + v->value_int = ctx->Array.VAO->IndexBufferObj->Name; break; /* ARB_copy_buffer */ -- cgit v1.1