Cleanup: avoid returning a bit-flag as a float
Texture functions were returning a float which was cast back to an int to use as a flag.
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@ -533,7 +533,7 @@ static int stucci(Tex *tex, const float texvec[3], TexResult *texres)
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/* ------------------------------------------------------------------------- */
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/* newnoise: musgrave terrain noise types */
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static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres)
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static int mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres)
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{
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int rv = TEX_INT;
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float (*mgravefunc)(float, float, float, float, float, float, int);
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@ -588,7 +588,7 @@ static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *tex
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return rv;
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}
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static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres)
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static int mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres)
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{
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int rv = TEX_INT;
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float (*mgravefunc)(float, float, float, float, float, float, float, float, int);
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@ -651,7 +651,7 @@ static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *
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return rv;
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}
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static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
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static int mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
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{
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int rv = TEX_INT;
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@ -702,7 +702,7 @@ static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
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return rv;
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}
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static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
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static int mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
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{
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int rv = TEX_INT;
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@ -747,7 +747,7 @@ static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
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* probably the slowest, especially with minkovsky, bumpmapping, could be done another way.
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*/
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static float voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
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static int voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
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{
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int rv = TEX_INT;
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float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbors */
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