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authorCampbell Barton <ideasman42@gmail.com>2013-09-21 14:46:58 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-09-21 14:46:58 +0400
commitaa8488421f230bf4b4f6e84370085ad465a6f2b3 (patch)
treea01a53be4b194dd8f995fbd9661bed950bac8f67 /source/blender/render/intern/source/rayshade.c
parent752c1a821448f8f80d757a993af0b687021b334c (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.c2
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;
}