minor cleanup

This commit is contained in:
Mike Erwin 2016-01-04 01:37:55 -05:00
parent d2b4f9c627
commit 1eb5e0b660
Notes: blender-bot 2023-02-14 07:59:36 +01:00
Referenced by issue #48127, Boolean objects with "Use BMesh" from older blend files corrupt
2 changed files with 14 additions and 16 deletions

View File

@ -71,7 +71,7 @@ void fdrawbezier(float vec[4][3])
vec[2][0] = vec[3][0] - dist;
vec[2][1] = vec[3][1];
/* we can reuse the dist variable here to increment the GL curve eval amount*/
/* we can reuse the dist variable here to increment the GL curve eval amount */
dist = 1.0f / curve_res;
cpack(0x0);
@ -408,7 +408,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
components = 4;
else if (format == GL_RGB)
components = 3;
else if (ELEM(format, GL_LUMINANCE, GL_ALPHA))
else if (ELEM(format, GL_LUMINANCE, GL_ALPHA))
components = 1;
else {
BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
@ -427,7 +427,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
}
else {
/* switch to 8bit RGBA for byte buffer */
/* switch to 8bit RGBA for byte buffer */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
}
@ -444,14 +444,14 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
float rast_x = x + subpart_x * offset_x * xzoom;
float rast_y = y + subpart_y * offset_y * yzoom;
/* check if we already got these because we always get 2 more when doing seamless*/
/* check if we already got these because we always get 2 more when doing seamless */
if (subpart_w <= seamless || subpart_h <= seamless)
continue;
if (type == GL_FLOAT) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
/* add an extra border of pixels so linear looks ok at edges of full image. */
/* add an extra border of pixels so linear looks ok at edges of full image */
if (subpart_w < tex_w)
glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
if (subpart_h < tex_h)
@ -860,7 +860,7 @@ void bgl_get_mats(bglMats *mats)
*/
void bglPolygonOffset(float viewdist, float dist)
{
static float winmat[16], offset = 0.0;
static float winmat[16], offset = 0.0f;
if (dist != 0.0f) {
float offs;
@ -901,7 +901,6 @@ void bglPolygonOffset(float viewdist, float dist)
glMatrixMode(GL_MODELVIEW);
}
else {
glMatrixMode(GL_PROJECTION);
winmat[14] += offset;
offset = 0.0;
@ -1000,8 +999,7 @@ void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
if (display_buffer)
glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
zoomfilter, display_buffer);
glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, zoomfilter, display_buffer);
IMB_display_buffer_release(cache_handle);
}

View File

@ -648,7 +648,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
if (ibuf && ibuf->rect) {
const bool use_clip = (U.glalphaclip != 1.0f);
int zoomfilter = (U.gameflags & USER_DISABLE_MIPMAP ) ? GL_NEAREST : GL_LINEAR;
int zoomfilter = (U.gameflags & USER_DISABLE_MIPMAP) ? GL_NEAREST : GL_LINEAR;
/* Setup GL params */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -723,8 +723,8 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3],
const float size = ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
float verts[CIRCLE_RESOL][3];
/* using gldepthfunc guarantees that it does write z values,
* but not checks for it, so centers remain visible independent order of drawing */
/* using glDepthFunc guarantees that it does write z values,
* but not checks for it, so centers remain visible independent of draw order */
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
/* write to near buffer always */
glDepthRange(0.0, 0.0);
@ -1946,7 +1946,7 @@ static void drawcamera_stereo3d(
glPopAttrib();
}
/* draw convergence plane*/
/* draw convergence plane */
if (is_stereo3d_plane) {
float axis_center[3], screen_center[3];
float world_plane[4][3];
@ -1986,7 +1986,7 @@ static void drawcamera_stereo3d(
}
}
/* draw convergence plane*/
/* draw convergence plane */
if (is_stereo3d_volume) {
float screen_center[3];
float near_plane[4][3], far_plane[4][3];
@ -2401,7 +2401,7 @@ static void drawlattice(View3D *v3d, Object *ob)
/* ***************** ******************** */
/* draw callback */
/* draw callback */
typedef struct drawDMVertSel_userData {
MVert *mvert;
@ -3160,7 +3160,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
* specialized to be split out (like drawing creases or measurements).
*/
/* EditMesh drawing routines*/
/* EditMesh drawing routines */
static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
BMEditMesh *em, DerivedMesh *cageDM, BMVert *eve_act,