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author | Campbell Barton <ideasman42@gmail.com> | 2013-09-21 14:46:58 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-09-21 14:46:58 +0400 |
commit | aa8488421f230bf4b4f6e84370085ad465a6f2b3 (patch) | |
tree | a01a53be4b194dd8f995fbd9661bed950bac8f67 /source/blender/render/intern/source/rayshade.c | |
parent | 752c1a821448f8f80d757a993af0b687021b334c (diff) |
style cleanup: whitespace & odd indentation
Diffstat (limited to 'source/blender/render/intern/source/rayshade.c')
-rw-r--r-- | source/blender/render/intern/source/rayshade.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c index 768fd2cdcf5..90ae39ee767 100644 --- a/source/blender/render/intern/source/rayshade.c +++ b/source/blender/render/intern/source/rayshade.c @@ -739,7 +739,7 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, con * in two each time, giving 2^depth rays. we need to be able to cancel such * a render to avoid hanging, a better solution would be random picking * between directions and russian roulette termination */ - if(R.test_break(R.tbh)) { + if (R.test_break(R.tbh)) { zero_v4(col); return; } |