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authorCampbell Barton <ideasman42@gmail.com>2012-12-11 18:29:01 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-12-11 18:29:01 +0400
commit7c699a217ae8bb98ead02923334db7dd105bf1b5 (patch)
treeb941ed3827d6a1cde6854b758d21d4cfdc6d1ee1 /source/blender/collada/collada_internal.cpp
parente2f0a1e4db1ac13f20bc540ef3c7268676e14a30 (diff)
define the size of matrix args for both rows/cols.
Diffstat (limited to 'source/blender/collada/collada_internal.cpp')
-rw-r--r--source/blender/collada/collada_internal.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/collada/collada_internal.cpp b/source/blender/collada/collada_internal.cpp
index a4969735757..0c95cd6a31a 100644
--- a/source/blender/collada/collada_internal.cpp
+++ b/source/blender/collada/collada_internal.cpp
@@ -74,7 +74,7 @@ void UnitConverter::convertVector3(COLLADABU::Math::Vector3 &vec, float *v)
// TODO need also for angle conversion, time conversion...
-void UnitConverter::dae_matrix_to_mat4_(float out[][4], const COLLADABU::Math::Matrix4& in)
+void UnitConverter::dae_matrix_to_mat4_(float out[4][4], const COLLADABU::Math::Matrix4& in)
{
// in DAE, matrices use columns vectors, (see comments in COLLADABUMathMatrix4.h)
// so here, to make a blender matrix, we swap columns and rows
@@ -85,13 +85,13 @@ void UnitConverter::dae_matrix_to_mat4_(float out[][4], const COLLADABU::Math::M
}
}
-void UnitConverter::mat4_to_dae(float out[][4], float in[][4])
+void UnitConverter::mat4_to_dae(float out[4][4], float const in[4][4])
{
copy_m4_m4(out, in);
transpose_m4(out);
}
-void UnitConverter::mat4_to_dae_double(double out[][4], float in[][4])
+void UnitConverter::mat4_to_dae_double(double out[4][4], float in[4][4])
{
float mat[4][4];
@@ -102,7 +102,7 @@ void UnitConverter::mat4_to_dae_double(double out[][4], float in[][4])
out[i][j] = mat[i][j];
}
-void TransformBase::decompose(float mat[][4], float *loc, float eul[3], float quat[4], float *size)
+void TransformBase::decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
{
mat4_to_size(size, mat);
if (eul) {