diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-09-15 05:52:28 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-09-15 05:52:28 +0400 |
commit | e75f5c8208c94621ab769d79cdfad458706f846e (patch) | |
tree | 01ce4209eefebe73cdb31a8bc0ebd10879981a2d /source/blender/render/intern/source/zbuf.c | |
parent | 37748b1e083db2f9643a2c30a1b15db32278df85 (diff) |
quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
Diffstat (limited to 'source/blender/render/intern/source/zbuf.c')
-rw-r--r-- | source/blender/render/intern/source/zbuf.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index de9572bf57b..bf6962d0087 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -3476,7 +3476,7 @@ void zbuffer_abuf_shadow(Render *re, LampRen *lar, float winmat[][4], APixstr *A /* speed pointer NULL = sky, we clear */ /* else if either alpha is full or no solid was filled in: copy speed */ /* else fill in minimum speed */ -void add_transp_speed(RenderLayer *rl, int offset, float *speed, float alpha, intptr_t *rdrect) +static void add_transp_speed(RenderLayer *rl, int offset, float speed[4], float alpha, intptr_t *rdrect) { RenderPass *rpass; @@ -3525,7 +3525,7 @@ static void add_transp_obindex(RenderLayer *rl, int offset, Object *ob) /* ONLY OSA! merge all shaderesult samples to one */ /* target should have been cleared */ -void merge_transp_passes(RenderLayer *rl, ShadeResult *shr) +static void merge_transp_passes(RenderLayer *rl, ShadeResult *shr) { RenderPass *rpass; float weight= 1.0f/((float)R.osa); @@ -3627,7 +3627,7 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr) } -void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alpha) +static void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alpha) { RenderPass *rpass; |