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authorSergey Sharybin <sergey.vfx@gmail.com>2017-03-10 17:34:54 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-10 17:38:30 +0300
commit59fd21296ae80372e370080533267e1b8bef1aad (patch)
tree15cd7196c8b3bfe9b99f838742a6813298c93166
parent17b3097205bb186f22f14784446a227570c7d71d (diff)
Cycles: Cleanup, extra semicolon and space
-rw-r--r--intern/cycles/blender/blender_mesh.cpp4
-rw-r--r--intern/cycles/kernel/bvh/bvh_nodes.h4
2 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index fdc287084eb..78f73d8e062 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -588,8 +588,8 @@ static void attr_create_pointiness(Scene *scene,
sorted_vert_indeices[other_sorted_vert_index];
const float3 &other_vert_co = mesh->verts[other_vert_index];
/* We are too far away now, we wouldn't have duplicate. */
- if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
- (vert_co.x + vert_co.y + vert_co.z) > 3 * FLT_EPSILON)
+ if((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
+ (vert_co.x + vert_co.y + vert_co.z) > 3 * FLT_EPSILON)
{
break;
}
diff --git a/intern/cycles/kernel/bvh/bvh_nodes.h b/intern/cycles/kernel/bvh/bvh_nodes.h
index 726bef1794c..192aab89eae 100644
--- a/intern/cycles/kernel/bvh/bvh_nodes.h
+++ b/intern/cycles/kernel/bvh/bvh_nodes.h
@@ -454,7 +454,7 @@ ccl_device_forceinline int bvh_unaligned_node_intersect(KernelGlobals *kg,
Transform space1 = bvh_unaligned_node_fetch_space(kg, node_addr, 1);
float3 aligned_dir0 = transform_direction(&space0, dir),
- aligned_dir1 = transform_direction(&space1, dir);;
+ aligned_dir1 = transform_direction(&space1, dir);
float3 aligned_P0 = transform_point(&space0, P),
aligned_P1 = transform_point(&space1, P);
float3 nrdir0 = -bvh_inverse_direction(aligned_dir0),
@@ -516,7 +516,7 @@ ccl_device_forceinline int bvh_unaligned_node_intersect_robust(KernelGlobals *kg
Transform space1 = bvh_unaligned_node_fetch_space(kg, node_addr, 1);
float3 aligned_dir0 = transform_direction(&space0, dir),
- aligned_dir1 = transform_direction(&space1, dir);;
+ aligned_dir1 = transform_direction(&space1, dir);
float3 aligned_P0 = transform_point(&space0, P),
aligned_P1 = transform_point(&space1, P);
float3 nrdir0 = -bvh_inverse_direction(aligned_dir0),