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authorCampbell Barton <ideasman42@gmail.com>2015-03-02 03:00:22 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-03-02 03:05:34 +0300
commit56935e23c491db3d1a0b0d1053f82e30af65bd6b (patch)
tree8a6f29ea62b0180515d15541fd019ec5d2e0a025 /source
parent2058505da4e52d9fe1920ab11935dfdf99c1edbc (diff)
cleanup: float/double promotion, redundant casts
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/camera.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c2
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c6
4 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/camera.c b/source/blender/blenkernel/intern/camera.c
index e1d771dad65..451656a9bca 100644
--- a/source/blender/blenkernel/intern/camera.c
+++ b/source/blender/blenkernel/intern/camera.c
@@ -266,7 +266,7 @@ void BKE_camera_params_from_view3d(CameraParams *params, View3D *v3d, RegionView
/* camera view */
BKE_camera_params_from_object(params, v3d->camera);
- params->zoom = BKE_screen_view3d_zoom_to_fac((float)rv3d->camzoom);
+ params->zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params->offsetx = 2.0f * rv3d->camdx * params->zoom;
params->offsety = 2.0f * rv3d->camdy * params->zoom;
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index e6f61fb4aca..cfe5eb83219 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -1926,7 +1926,7 @@ static void viewmove_apply(ViewOpsData *vod, int x, int y)
vod->rv3d->ofs_lock[1] -= ((vod->oldy - y) * 2.0f) / (float)vod->ar->winy;
}
else if ((vod->rv3d->persp == RV3D_CAMOB) && !ED_view3d_camera_lock_check(vod->v3d, vod->rv3d)) {
- const float zoomfac = BKE_screen_view3d_zoom_to_fac((float)vod->rv3d->camzoom) * 2.0f;
+ const float zoomfac = BKE_screen_view3d_zoom_to_fac(vod->rv3d->camzoom) * 2.0f;
vod->rv3d->camdx += (vod->oldx - x) / (vod->ar->winx * zoomfac);
vod->rv3d->camdy += (vod->oldy - y) / (vod->ar->winy * zoomfac);
CLAMP(vod->rv3d->camdx, -1.0f, 1.0f);
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index 75c1d9dcd22..74e3fde0eec 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -497,7 +497,7 @@ void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float
float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
if (rv3d->persp == RV3D_CAMOB) {
/* ortho camera needs offset applied */
- const float zoomfac = BKE_screen_view3d_zoom_to_fac((float)rv3d->camzoom) * 4.0f;
+ const float zoomfac = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom) * 4.0f;
dx += rv3d->camdx * zoomfac;
dy += rv3d->camdy * zoomfac;
}
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index f6bb54192cc..511167b775a 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -719,14 +719,14 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
/* we want radius here for the aperture number */
float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop;
- dof_params[0] = aperture * fabs(scale_camera * fx_dof->focal_length / ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length));
+ dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length / ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length));
dof_params[1] = fx_dof->focus_distance / scale;
dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
dof_params[3] = 0.0f;
/* DOF effect has many passes but most of them are performed on a texture whose dimensions are 4 times less than the original
- * (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based
- * on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
+ * (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based
+ * on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp);
dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp);
dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp);