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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/gpu/intern/gpu_immediate_util.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/gpu/intern/gpu_immediate_util.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index ca0c2506750..59ceeade725 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -167,7 +167,7 @@ static void imm_draw_circle(GPUPrimType prim_type,
int nsegments)
{
immBegin(prim_type, nsegments);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex2f(shdr_pos, x + (rad_x * cosf(angle)), y + (rad_y * sinf(angle)));
}
@@ -229,7 +229,7 @@ static void imm_draw_circle_partial(GPUPrimType prim_type,
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
@@ -263,7 +263,7 @@ static void imm_draw_disk_partial(GPUPrimType prim_type,
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments * 2);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
@@ -305,7 +305,7 @@ static void imm_draw_circle_3D(
GPUPrimType prim_type, uint pos, float x, float y, float rad, int nsegments)
{
immBegin(prim_type, nsegments);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
}
@@ -422,7 +422,7 @@ void imm_draw_cylinder_fill_normal_3d(
uint pos, uint nor, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
- for (int i = 0; i < slices; ++i) {
+ for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
@@ -430,7 +430,7 @@ void imm_draw_cylinder_fill_normal_3d(
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
- for (int j = 0; j < stacks; ++j) {
+ for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;
@@ -478,7 +478,7 @@ void imm_draw_cylinder_wire_3d(
uint pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_LINES, 6 * slices * stacks);
- for (int i = 0; i < slices; ++i) {
+ for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
@@ -486,7 +486,7 @@ void imm_draw_cylinder_wire_3d(
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
- for (int j = 0; j < stacks; ++j) {
+ for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;
@@ -516,7 +516,7 @@ void imm_draw_cylinder_fill_3d(
uint pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
- for (int i = 0; i < slices; ++i) {
+ for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
@@ -524,7 +524,7 @@ void imm_draw_cylinder_fill_3d(
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
- for (int j = 0; j < stacks; ++j) {
+ for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;