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authorCampbell Barton <ideasman42@gmail.com>2011-01-17 11:31:57 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-01-17 11:31:57 +0300
commit9d2292ef7e39756d249797a6b972076f096f2750 (patch)
treeb25fc88001a820ca64c2a05edd14bc902042122a /source/blender/editors/space_outliner/outliner.c
parentc42e38299434b44ee9fd30c250a615915de58d01 (diff)
misc maintenance changes
- metaball tessellation functuion was calculating density when it didn't need to. - image drawing was using a float as a loop counter, in extreme cases this could cause an infinite loop. - remove/comment unused vars.
Diffstat (limited to 'source/blender/editors/space_outliner/outliner.c')
-rw-r--r--source/blender/editors/space_outliner/outliner.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/source/blender/editors/space_outliner/outliner.c b/source/blender/editors/space_outliner/outliner.c
index 1d10708547b..49e477ca109 100644
--- a/source/blender/editors/space_outliner/outliner.c
+++ b/source/blender/editors/space_outliner/outliner.c
@@ -1409,7 +1409,6 @@ static void outliner_build_tree(Main *mainvar, Scene *scene, SpaceOops *soops)
for(group= mainvar->group.first; group; group= group->id.next) {
if(group->gobject.first) {
te= outliner_add_element(soops, &soops->tree, group, NULL, 0, 0);
- tselem= TREESTORE(te);
for(go= group->gobject.first; go; go= go->next) {
ten= outliner_add_element(soops, &te->subtree, go->ob, te, 0, 0);
@@ -2022,13 +2021,13 @@ static int tree_element_active_material(bContext *C, Scene *scene, SpaceOops *so
static int tree_element_active_texture(bContext *C, Scene *scene, SpaceOops *soops, TreeElement *te, int set)
{
TreeElement *tep;
- TreeStoreElem *tselem, *tselemp;
+ TreeStoreElem /* *tselem,*/ *tselemp;
Object *ob=OBACT;
SpaceButs *sbuts=NULL;
if(ob==NULL) return 0; // no active object
- tselem= TREESTORE(te);
+ /*tselem= TREESTORE(te);*/ /*UNUSED*/
/* find buttons area (note, this is undefined really still, needs recode in blender) */
/* XXX removed finding sbuts */
@@ -4551,7 +4550,6 @@ static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, Spa
if(level<1 || (tselem->type==0 && te->idcode==ID_OB)) {
/* active blocks get white circle */
- active= 0;
if(tselem->type==0) {
if(te->idcode==ID_OB) active= (OBACT==(Object *)tselem->id);
else if(scene->obedit && scene->obedit->data==tselem->id) active= 1; // XXX use context?