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authorCampbell Barton <ideasman42@gmail.com>2011-04-15 05:43:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-04-15 05:43:30 +0400
commitc8798090a79edd893250aab1c30e09eec74451b5 (patch)
tree6583668bdb8713afd7411a81da72cede772e2785
parenta41c0c324a021a2614ef13eb2fe3459f58227abc (diff)
style changes & replace some memset's with zero initializers.
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c25
-rw-r--r--source/blender/render/intern/source/convertblender.c6
2 files changed, 10 insertions, 21 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 4a33bbdcd4a..d6e90ffab14 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -914,7 +914,7 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
float (*vertexNos)[3]= emdm->vertexNos;
EditVert *eve;
EditFace *efa;
- DMVertexAttribs attribs;
+ DMVertexAttribs attribs= {{{0}}};
GPUVertexAttribs gattribs;
MTFace *tf;
int transp, new_transp, orig_transp, tfoffset;
@@ -928,8 +928,6 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE);
tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset;
- memset(&attribs, 0, sizeof(attribs));
-
/* always use smooth shading even for flat faces, else vertex colors wont interpolate */
glShadeModel(GL_SMOOTH);
@@ -2522,8 +2520,7 @@ static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = (SGLSLMeshToTangent *) pContext->m_pUserData;
- if(pMesh->mtface!=NULL)
- {
+ if(pMesh->mtface!=NULL) {
float * uv = pMesh->mtface[face_num].uv[vert_index];
fUV[0]=uv[0]; fUV[1]=uv[1];
}
@@ -2539,8 +2536,7 @@ static void GetNormal(const SMikkTSpaceContext * pContext, float fNorm[], const
SGLSLMeshToTangent * pMesh = (SGLSLMeshToTangent *) pContext->m_pUserData;
const int smoothnormal = (pMesh->mface[face_num].flag & ME_SMOOTH);
- if(!smoothnormal) // flat
- {
+ if(!smoothnormal) { // flat
if(pMesh->precomputedFaceNormals) {
VECCOPY(fNorm, &pMesh->precomputedFaceNormals[3*face_num]);
}
@@ -2619,14 +2615,10 @@ void DM_add_tangent_layer(DerivedMesh *dm)
// new computation method
iCalcNewMethod = 1;
- if(iCalcNewMethod!=0)
- {
- SGLSLMeshToTangent mesh2tangent;
- SMikkTSpaceContext sContext;
- SMikkTSpaceInterface sInterface;
- memset(&mesh2tangent, 0, sizeof(SGLSLMeshToTangent));
- memset(&sContext, 0, sizeof(SMikkTSpaceContext));
- memset(&sInterface, 0, sizeof(SMikkTSpaceInterface));
+ if(iCalcNewMethod != 0) {
+ SGLSLMeshToTangent mesh2tangent= {0};
+ SMikkTSpaceContext sContext= {0};
+ SMikkTSpaceInterface sInterface= {0};
mesh2tangent.precomputedFaceNormals = nors;
mesh2tangent.mtface = mtface;
@@ -2649,8 +2641,7 @@ void DM_add_tangent_layer(DerivedMesh *dm)
iCalcNewMethod = genTangSpaceDefault(&sContext);
}
- if(!iCalcNewMethod)
- {
+ if(!iCalcNewMethod) {
/* sum tangents at connected vertices */
for(i=0, tf=mtface, mf=mface; i < totface; mf++, tf++, i++) {
v1= &mvert[mf->v1];
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index adbcc7c5e72..c1aea4c90fc 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -543,8 +543,7 @@ static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[
MTFace *tface= RE_vlakren_get_tface(pMesh->obr, vlr, pMesh->obr->actmtface, NULL, 0);
const float *coord;
- if(tface!=NULL)
- {
+ if(tface != NULL) {
coord= tface->uv[vert_index];
fUV[0]= coord[0]; fUV[1]= coord[1];
}
@@ -570,8 +569,7 @@ static void SetTSpace(const SMikkTSpaceContext * pContext, const float fvTangent
SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
float * ftang= RE_vlakren_get_nmap_tangent(pMesh->obr, vlr, 1);
- if(ftang!=NULL)
- {
+ if(ftang!=NULL) {
VECCOPY(&ftang[iVert*4+0], fvTangent);
ftang[iVert*4+3]=fSign;
}