diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:12:26 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:23:25 +0300 |
commit | 0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch) | |
tree | 0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/draw/intern/draw_hair.c | |
parent | ab823176d31dc155645de733f1cd4fbd6ad74592 (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/draw/intern/draw_hair.c')
-rw-r--r-- | source/blender/draw/intern/draw_hair.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index 44ed01c47aa..f77243ca9f1 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -151,13 +151,13 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, } /* TODO optimize this. Only bind the ones GPUMaterial needs. */ - for (int i = 0; i < hair_cache->num_uv_layers; ++i) { - for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) { + for (int i = 0; i < hair_cache->num_uv_layers; i++) { + for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) { DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]); } } - for (int i = 0; i < hair_cache->num_col_layers; ++i) { - for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; ++n) { + for (int i = 0; i < hair_cache->num_col_layers; i++) { + for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; n++) { DRW_shgroup_uniform_texture( shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]); } @@ -323,7 +323,7 @@ void DRW_hair_update(void) void DRW_hair_free(void) { - for (int i = 0; i < PART_REFINE_MAX_SHADER; ++i) { + for (int i = 0; i < PART_REFINE_MAX_SHADER; i++) { DRW_SHADER_FREE_SAFE(g_refine_shaders[i]); } } |