Cycles: Cleanup, delete trailing whitespace
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254fbcdd7b
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@ -394,7 +394,7 @@ void Mesh::compute_bounds()
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if(use_motion_blur && attr) {
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size_t steps_size = verts.size() * (motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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bnds.grow(vert_steps[i]);
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}
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@ -403,7 +403,7 @@ void Mesh::compute_bounds()
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if(use_motion_blur && curve_attr) {
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size_t steps_size = curve_keys.size() * (motion_steps - 1);
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float3 *key_steps = curve_attr->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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bnds.grow(key_steps[i]);
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}
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@ -417,11 +417,11 @@ void Mesh::compute_bounds()
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for(size_t i = 0; i < curve_keys_size; i++)
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bnds.grow_safe(curve_keys[i], curve_radius[i]);
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if(use_motion_blur && attr) {
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size_t steps_size = verts.size() * (motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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bnds.grow_safe(vert_steps[i]);
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}
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@ -429,7 +429,7 @@ void Mesh::compute_bounds()
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if(use_motion_blur && curve_attr) {
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size_t steps_size = curve_keys.size() * (motion_steps - 1);
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float3 *key_steps = curve_attr->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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bnds.grow_safe(key_steps[i]);
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}
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@ -464,7 +464,7 @@ void Mesh::add_face_normals()
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/* don't compute if already there */
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if(attributes.find(ATTR_STD_FACE_NORMAL))
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return;
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/* get attributes */
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Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
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float3 *fN = attr_fN->data_float3();
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@ -1002,7 +1002,7 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce
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if(attr_map_stride == 0)
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return;
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/* create attribute map */
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uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size());
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memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
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@ -1946,14 +1946,14 @@ bool Mesh::need_attribute(Scene *scene, AttributeStandard std)
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{
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if(std == ATTR_STD_NONE)
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return false;
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if(scene->need_global_attribute(std))
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return true;
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foreach(Shader *shader, used_shaders)
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if(shader->attributes.find(std))
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return true;
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return false;
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}
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@ -1965,9 +1965,8 @@ bool Mesh::need_attribute(Scene * /*scene*/, ustring name)
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foreach(Shader *shader, used_shaders)
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if(shader->attributes.find(name))
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return true;
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return false;
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}
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CCL_NAMESPACE_END
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