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authorCampbell Barton <ideasman42@gmail.com>2019-09-07 17:12:26 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-09-07 17:23:25 +0300
commit0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch)
tree0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/blenkernel/intern/studiolight.c
parentab823176d31dc155645de733f1cd4fbd6ad74592 (diff)
Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
Diffstat (limited to 'source/blender/blenkernel/intern/studiolight.c')
-rw-r--r--source/blender/blenkernel/intern/studiolight.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index b3f2a624ebe..9f45826d59e 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -762,7 +762,7 @@ static void studiolight_spherical_harmonics_calculate_coefficients(StudioLight *
/* The sum of solid angle should be equal to the solid angle of the sphere (4 PI),
* so normalize in order to make our weightAccum exactly match 4 PI. */
- for (int i = 0; i < STUDIOLIGHT_SH_COEFS_LEN; ++i) {
+ for (int i = 0; i < STUDIOLIGHT_SH_COEFS_LEN; i++) {
mul_v3_fl(sh[i], M_PI * 4.0f / weight_accum);
}
}
@@ -801,11 +801,11 @@ static float studiolight_spherical_harmonics_lambda_get(float *sh, float max_lap
}
const int no_iterations = 10000000;
- for (int i = 0; i < no_iterations; ++i) {
+ for (int i = 0; i < no_iterations; i++) {
float f = 0.0f;
float fd = 0.0f;
- for (int level = 1; level < STUDIOLIGHT_SH_BANDS; ++level) {
+ for (int level = 1; level < STUDIOLIGHT_SH_BANDS; level++) {
f += table_l[level] * table_b[level] / SQUARE(1.0f + lambda * table_l[level]);
fd += (2.0f * SQUARE(table_l[level]) * table_b[level]) /
CUBE(1.0f + lambda * table_l[level]);
@@ -882,7 +882,7 @@ BLI_INLINE void studiolight_spherical_harmonics_eval(StudioLight *sl,
{
#if STUDIOLIGHT_SH_BANDS == 2
float(*sh)[3] = (float(*)[3])sl->spherical_harmonics_coefs;
- for (int i = 0; i < 3; ++i) {
+ for (int i = 0; i < 3; i++) {
color[i] = studiolight_spherical_harmonics_geomerics_eval(
normal, sh[0][i], sh[1][i], sh[2][i], sh[3][i]);
}
@@ -1118,7 +1118,7 @@ static void studiolight_lights_eval(StudioLight *sl, float color[3], const float
copy_v3_v3(spec_light, sl->light_ambient);
reflect_v3_v3v3(R, I, N);
- for (int i = 0; i < 3; ++i) {
+ for (int i = 0; i < 3; i++) {
SolidLight *light = &sl->light[i];
if (light->flag) {
/* Diffuse lighting */