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authorCampbell Barton <ideasman42@gmail.com>2018-11-20 00:53:00 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-11-20 00:53:00 +0300
commitf0b5a9da017a00c094cb7ab8bd0aa289c921a117 (patch)
tree8e8906352a5ec6da55073a75de067448158c08c1
parent8617594515e685303da51282ae50ccf0ebd030ef (diff)
Cleanup: style, unused
-rw-r--r--source/blender/blenkernel/intern/studiolight.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_studiolight.c16
-rw-r--r--source/blender/python/gpu/gpu_py_offscreen.c2
3 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index 736a06a3148..ce7372dc0b9 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -200,7 +200,7 @@ static void equirect_to_direction(float r[3], float u, float v)
r[2] = cosf(theta);
}
-static void direction_to_cube_face_uv(float r_uv[2], int *r_face, const float dir[3])
+static void UNUSED_FUNCTION(direction_to_cube_face_uv)(float r_uv[2], int *r_face, const float dir[3])
{
if (fabsf(dir[0]) > fabsf(dir[1]) && fabsf(dir[0]) > fabsf(dir[2])) {
bool is_pos = (dir[0] > 0.0f);
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
index 65732b52471..901260d0660 100644
--- a/source/blender/draw/engines/workbench/workbench_studiolight.c
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -41,18 +41,20 @@ void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI);
/* Swizzle to make shader code simpler. */
for (int i = 0; i < 3; ++i) {
- copy_v3_fl3(wd->spherical_harmonics_coefs[i+1], -sl->spherical_harmonics_coefs[3][i],
- sl->spherical_harmonics_coefs[2][i],
- -sl->spherical_harmonics_coefs[1][i]);
- mul_v3_fl(wd->spherical_harmonics_coefs[i+1], M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */
+ copy_v3_fl3(
+ wd->spherical_harmonics_coefs[i + 1],
+ -sl->spherical_harmonics_coefs[3][i],
+ sl->spherical_harmonics_coefs[2][i],
+ -sl->spherical_harmonics_coefs[1][i]);
+ mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */
}
/* Precompute as much as we can. See shader code for derivation. */
float len_r1[3], lr1_r0[3], p[3], a[3];
for (int i = 0; i < 3; ++i) {
- mul_v3_fl(wd->spherical_harmonics_coefs[i+1], 0.5f);
- len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i+1]);
- mul_v3_fl(wd->spherical_harmonics_coefs[i+1], 1.0f / len_r1[i]);
+ mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f);
+ len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]);
+ mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]);
}
/* lr1_r0 = lenR1 / R0; */
copy_v3_v3(lr1_r0, wd->spherical_harmonics_coefs[0]);
diff --git a/source/blender/python/gpu/gpu_py_offscreen.c b/source/blender/python/gpu/gpu_py_offscreen.c
index 5fff75dec6b..c51a356d900 100644
--- a/source/blender/python/gpu/gpu_py_offscreen.c
+++ b/source/blender/python/gpu/gpu_py_offscreen.c
@@ -289,7 +289,7 @@ static PyObject *bpygpu_offscreen_free(BPyGPUOffScreen *self)
Py_RETURN_NONE;
}
-static PyObject *bpygpu_offscreen_bind_context_enter(BPyGPUOffScreen *self)
+static PyObject *bpygpu_offscreen_bind_context_enter(BPyGPUOffScreen *UNUSED(self))
{
Py_RETURN_NONE;
}