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authorCampbell Barton <ideasman42@gmail.com>2012-06-09 22:20:40 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-06-09 22:20:40 +0400
commitc6cffe98fa5eb6108956d484596153d214687e67 (patch)
tree17079f588600f55e3bce07141453b39f4d13c905 /intern/cycles/subd/subd_split.cpp
parent43361487bad926a9b32ce879f5b6961154507dfc (diff)
code cleanup: removed/renamed shadow & duplicate variable definitions.
Diffstat (limited to 'intern/cycles/subd/subd_split.cpp')
-rw-r--r--intern/cycles/subd/subd_split.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/intern/cycles/subd/subd_split.cpp b/intern/cycles/subd/subd_split.cpp
index f0b87200f08..074c82a2348 100644
--- a/intern/cycles/subd/subd_split.cpp
+++ b/intern/cycles/subd/subd_split.cpp
@@ -248,19 +248,19 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de
void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
{
- TriangleDice::SubPatch sub;
- TriangleDice::EdgeFactors ef;
+ TriangleDice::SubPatch sub_split;
+ TriangleDice::EdgeFactors ef_split;
- sub.patch = patch;
- sub.Pu = make_float2(1.0f, 0.0f);
- sub.Pv = make_float2(0.0f, 1.0f);
- sub.Pw = make_float2(0.0f, 0.0f);
+ sub_split.patch = patch;
+ sub_split.Pu = make_float2(1.0f, 0.0f);
+ sub_split.Pv = make_float2(0.0f, 1.0f);
+ sub_split.Pw = make_float2(0.0f, 0.0f);
- ef.tu = T(patch, sub.Pv, sub.Pw);
- ef.tv = T(patch, sub.Pw, sub.Pu);
- ef.tw = T(patch, sub.Pu, sub.Pv);
+ ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw);
+ ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu);
+ ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv);
- split(sub, ef);
+ split(sub_split, ef_split);
TriangleDice dice(mesh, shader, smooth, dicing_rate);
dice.camera = camera;
@@ -286,21 +286,21 @@ void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth
void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
{
- QuadDice::SubPatch sub;
- QuadDice::EdgeFactors ef;
+ QuadDice::SubPatch sub_split;
+ QuadDice::EdgeFactors ef_split;
- sub.patch = patch;
- sub.P00 = make_float2(0.0f, 0.0f);
- sub.P10 = make_float2(1.0f, 0.0f);
- sub.P01 = make_float2(0.0f, 1.0f);
- sub.P11 = make_float2(1.0f, 1.0f);
+ sub_split.patch = patch;
+ sub_split.P00 = make_float2(0.0f, 0.0f);
+ sub_split.P10 = make_float2(1.0f, 0.0f);
+ sub_split.P01 = make_float2(0.0f, 1.0f);
+ sub_split.P11 = make_float2(1.0f, 1.0f);
- ef.tu0 = T(patch, sub.P00, sub.P10);
- ef.tu1 = T(patch, sub.P01, sub.P11);
- ef.tv0 = T(patch, sub.P00, sub.P01);
- ef.tv1 = T(patch, sub.P10, sub.P11);
+ ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
+ ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
+ ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
+ ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
- split(sub, ef);
+ split(sub_split, ef_split);
QuadDice dice(mesh, shader, smooth, dicing_rate);
dice.camera = camera;