Cleanup: warning, style

This commit is contained in:
Campbell Barton 2015-09-21 06:59:50 +10:00
parent d0017eb5f2
commit 605a2c8490
7 changed files with 11 additions and 7 deletions

@ -1 +1 @@
Subproject commit c651e63a9a537624f639950f3127a1dee29205d0
Subproject commit de6c83e12e75ffaac90eddbd3cb7451b57c2e0ce

@ -1 +1 @@
Subproject commit 4ac0fa2ac50863f4884b1ee0003a37c50fa93329
Subproject commit 94c9c4ee3370d1feb42fc978a1f0d2db07cb9431

@ -1 +1 @@
Subproject commit cf842d8bb7b0033ca4fa99f7ebedcbd3810fd274
Subproject commit e31cec5bf243f00441c7dad7a775ec4722f829d3

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@ -317,7 +317,7 @@ float BM_loop_point_side_of_loop_test(const BMLoop *l, const float co[3])
* Check if a point is inside the edge defined by a loop
* (within the plane defined by the loops edge & face normal).
*
* \return signed, squared distablce to the edge plane, less than 0.0 when outside.
* \return signed, squared distance to the edge plane, less than 0.0 when outside.
*/
float BM_loop_point_side_of_edge_test(const BMLoop *l, const float co[3])
{

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@ -1562,8 +1562,8 @@ bool ED_screen_set(bContext *C, bScreen *sc)
}
/* Always do visible update since it's possible new screen will
* have different layers visible in 3D viewpots. This is possible
* because of view3d.lock_camera_and_layers option.
* have different layers visible in 3D view-ports.
* This is possible because of view3d.lock_camera_and_layers option.
*/
DAG_on_visible_update(bmain, false);
}

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@ -234,7 +234,7 @@ void file_draw_buttons(const bContext *C, ARegion *ar)
const struct FileDirEntry *file = sfile->files ? filelist_file(sfile->files, params->active_file) : NULL;
char const *str_exec;
if (file && FILENAME_IS_PARENT(file->relpath)){
if (file && FILENAME_IS_PARENT(file->relpath)) {
str_exec = IFACE_("Parent Directory");
}
else if (file && file->typeflag & FILE_TYPE_DIR) {

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@ -1727,6 +1727,10 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
char standard_defines[MAX_DEFINE_LENGTH] = "";
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
#ifndef WITH_OPENSUBDIV
UNUSED_VARS(flags);
#endif
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader || (geocode && !GPU_geometry_shader_support()))
return NULL;