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authorCampbell Barton <ideasman42@gmail.com>2011-09-20 12:48:48 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-20 12:48:48 +0400
commit84d06f252e1637e76abd59478183c7afd4a80a9e (patch)
treebbcc4c1cc1f2c3d094198e9c5c411ee9f733a243 /source/blender/render/intern
parente1de1214a44c23ae0a7826ea6867b5da6dc58d60 (diff)
tag & comment unused vars with /* UNUSED */
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/source/pixelshading.c4
-rw-r--r--source/blender/render/intern/source/pointdensity.c6
-rw-r--r--source/blender/render/intern/source/render_texture.c4
-rw-r--r--source/blender/render/intern/source/rendercore.c4
-rw-r--r--source/blender/render/intern/source/shadeoutput.c4
-rw-r--r--source/blender/render/intern/source/zbuf.c3
6 files changed, 13 insertions, 12 deletions
diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c
index dd5deddece9..5c5162d268b 100644
--- a/source/blender/render/intern/source/pixelshading.c
+++ b/source/blender/render/intern/source/pixelshading.c
@@ -306,7 +306,7 @@ int shadeHaloFloat(HaloRen *har, float *col, int zz,
/* soften the halo if it intersects geometry */
if(har->mat && har->mat->mode & MA_HALO_SOFT) {
- float segment_length, halo_depth, distance_from_z, visible_depth, soften;
+ float segment_length, halo_depth, distance_from_z /* , visible_depth */ /* UNUSED */, soften;
/* calculate halo depth */
segment_length= har->hasize*sasqrt(1.0f - dist/(har->rad*har->rad));
@@ -317,7 +317,7 @@ int shadeHaloFloat(HaloRen *har, float *col, int zz,
/* calculate how much of this depth is visible */
distance_from_z = haloZtoDist(zz) - haloZtoDist(har->zs);
- visible_depth = halo_depth;
+ /* visible_depth = halo_depth; */ /* UNUSED */
if(distance_from_z < segment_length) {
soften= (segment_length + distance_from_z)/halo_depth;
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
index 980f6b6af1e..36ded5c10d2 100644
--- a/source/blender/render/intern/source/pointdensity.c
+++ b/source/blender/render/intern/source/pointdensity.c
@@ -107,7 +107,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
ParticleSimulationData sim= {NULL};
ParticleData *pa=NULL;
float cfra = BKE_curframe(re->scene);
- int i, childexists;
+ int i /*, childexists*/ /* UNUSED */;
int total_particles, offset=0;
int data_used = point_data_used(pd);
float partco[3];
@@ -143,9 +143,11 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
pd->totpoints = total_particles;
if (data_used & POINT_DATA_VEL) offset = pd->totpoints*3;
+#if 0 /* UNUSED */
if (psys->totchild > 0 && !(psys->part->draw & PART_DRAW_PARENT))
childexists = 1;
-
+#endif
+
for (i=0, pa=psys->particles; i < total_particles; i++, pa++) {
state.time = cfra;
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index ad592609ce6..641fec90cf3 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -1994,7 +1994,7 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
else {
/* same as above, but doing 5 taps, increasing quality at cost of speed */
float STc[3], STl[3], STr[3], STd[3], STu[3];
- float Hc, Hl, Hr, Hd, Hu;
+ float /* Hc, */ /* UNUSED */ Hl, Hr, Hd, Hu;
texco_mapping(shi, tex, mtex, co, dx, dy, texvec, dxt, dyt);
@@ -2017,7 +2017,7 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
// use texres for the center sample, set rgbnor
rgbnor = multitex_mtex(shi, mtex, STc, dxt, dyt, texres);
- Hc = (fromrgb)? RGBTOBW(texres->tr, texres->tg, texres->tb) : texres->tin;
+ /* Hc = (fromrgb)? RGBTOBW(texres->tr, texres->tg, texres->tb) : texres->tin; */ /* UNUSED */
// use ttexr for the other taps
multitex_mtex(shi, mtex, STl, dxt, dyt, &ttexr);
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 654ec7cc927..bc5e7f23e21 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -1515,7 +1515,7 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
{
ShadeInput *shi= ssamp->shi;
ShadeResult shr;
- float texfac, orthoarea, nor[3], alpha, sx, sy;
+ float /* texfac,*/ /* UNUSED */ orthoarea, nor[3], alpha, sx, sy;
/* cache for shadow */
shi->samplenr= R.shadowsamplenr[shi->thread]++;
@@ -1578,7 +1578,7 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
VECCOPY(color, shr.combined);
/* texture blending */
- texfac= shi->mat->sss_texfac;
+ /* texfac= shi->mat->sss_texfac; */ /* UNUSED */
alpha= shr.combined[3];
*area *= alpha;
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 431b2839c25..41d12c6065e 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -1502,12 +1502,12 @@ static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
LampRen *lar;
GroupObject *go;
float inpr, lv[3];
- float *view, shadfac[4];
+ float /* *view, */ shadfac[4];
float ir, accum, visifac, lampdist;
float shaded = 0.0f, lightness = 0.0f;
- view= shi->view;
+ /* view= shi->view; */ /* UNUSED */
accum= ir= 0.0f;
lights= get_lights(shi);
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index ac56304bdcb..f36994e0969 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -2864,7 +2864,7 @@ void RE_zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *
float v1[3], v2[3], v3[3], v4[3], fx, fy;
float *rectvz, *dvz, *dimg, *dvec1, *dvec2, *dz, *dz1, *dz2, *rectz;
float *minvecbufrect= NULL, *rectweight, *rw, *rectmax, *rm, *ro;
- float maxspeedsq= (float)nbd->maxspeed*nbd->maxspeed, totfac;
+ float maxspeedsq= (float)nbd->maxspeed*nbd->maxspeed;
int y, x, step, maxspeed=nbd->maxspeed, samples= nbd->samples;
int tsktsk= 0;
static int firsttime= 1;
@@ -3038,7 +3038,6 @@ void RE_zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *
}
memset(newrect, 0, sizeof(float)*xsize*ysize*4);
- totfac= 0.0f;
/* accumulate */
samples/= 2;