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authorCampbell Barton <ideasman42@gmail.com>2012-03-28 09:03:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-28 09:03:24 +0400
commit07065b27b8b37316004f40896f436d26e066f25f (patch)
tree19713fa864612e094f21a881e9816a8e1bf42b7b /source/gameengine/Rasterizer
parentc9f677d24d9600d9ba07f1b258c49455bc348554 (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp14
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp4
3 files changed, 13 insertions, 13 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index aa3a8efe540..95a2dc59c5e 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -217,7 +217,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
/* send depth texture to glsl program if it needs */
- if (texflag[passindex] & 0x1){
+ if (texflag[passindex] & 0x1) {
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture");
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
@@ -229,7 +229,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
/* send luminance texture to glsl program if it needs */
- if (texflag[passindex] & 0x2){
+ if (texflag[passindex] & 0x2) {
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture");
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
@@ -296,7 +296,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- if (depth){
+ if (depth) {
glGenTextures(1, (GLuint*)&texname[1]);
glBindTexture(GL_TEXTURE_2D, texname[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight,
@@ -309,7 +309,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
- if (luminance){
+ if (luminance) {
glGenTextures(1, (GLuint*)&texname[2]);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight,
@@ -384,7 +384,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
- if (m_filters[passindex] && m_enabled[passindex]){
+ if (m_filters[passindex] && m_enabled[passindex]) {
num_filters ++;
if (texflag[passindex] & 0x1)
need_depth = true;
@@ -414,13 +414,13 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
need_tex_update = false;
}
- if (need_depth){
+ if (need_depth) {
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, texturewidth,textureheight, 0);
}
- if (need_luminance){
+ if (need_luminance) {
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0);
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index 5f47a4bd53e..1cd110f8cc6 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -43,7 +43,7 @@ ComputeDefaultFrustum(
const short sensor_fit,
const float design_aspect_ratio,
RAS_FrameFrustum & frustum
-){
+) {
float halfSize;
float sizeX;
float sizeY;
@@ -130,7 +130,7 @@ ComputeBestFitViewRect(
const RAS_Rect &availableViewport,
const float design_aspect_ratio,
RAS_Rect &viewport
-){
+) {
// try and honour the aspect ratio when setting the
// drawable area. If we don't do this we are liable
// to get a lot of distortion in the rendered image.
@@ -165,7 +165,7 @@ ComputeViewport(
const RAS_FrameSettings &settings,
const RAS_Rect &availableViewport,
RAS_Rect &viewport
-){
+) {
RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
const int winx = availableViewport.GetWidth();
@@ -224,7 +224,7 @@ ComputeFrustum(
const float camnear,
const float camfar,
RAS_FrameFrustum &frustum
-){
+) {
RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index b0c7b643f47..d1713462224 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -988,7 +988,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float frustfar,
float focallength,
bool
-){
+) {
MT_Matrix4x4 result;
double mat[16];
@@ -1037,7 +1037,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
float top,
float frustnear,
float frustfar
-){
+) {
MT_Matrix4x4 result;
double mat[16];