diff options
Diffstat (limited to 'intern/cycles/subd/subd_split.cpp')
-rw-r--r-- | intern/cycles/subd/subd_split.cpp | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/intern/cycles/subd/subd_split.cpp b/intern/cycles/subd/subd_split.cpp index f0b87200f08..074c82a2348 100644 --- a/intern/cycles/subd/subd_split.cpp +++ b/intern/cycles/subd/subd_split.cpp @@ -248,19 +248,19 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth) { - TriangleDice::SubPatch sub; - TriangleDice::EdgeFactors ef; + TriangleDice::SubPatch sub_split; + TriangleDice::EdgeFactors ef_split; - sub.patch = patch; - sub.Pu = make_float2(1.0f, 0.0f); - sub.Pv = make_float2(0.0f, 1.0f); - sub.Pw = make_float2(0.0f, 0.0f); + sub_split.patch = patch; + sub_split.Pu = make_float2(1.0f, 0.0f); + sub_split.Pv = make_float2(0.0f, 1.0f); + sub_split.Pw = make_float2(0.0f, 0.0f); - ef.tu = T(patch, sub.Pv, sub.Pw); - ef.tv = T(patch, sub.Pw, sub.Pu); - ef.tw = T(patch, sub.Pu, sub.Pv); + ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw); + ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu); + ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv); - split(sub, ef); + split(sub_split, ef_split); TriangleDice dice(mesh, shader, smooth, dicing_rate); dice.camera = camera; @@ -286,21 +286,21 @@ void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth) { - QuadDice::SubPatch sub; - QuadDice::EdgeFactors ef; + QuadDice::SubPatch sub_split; + QuadDice::EdgeFactors ef_split; - sub.patch = patch; - sub.P00 = make_float2(0.0f, 0.0f); - sub.P10 = make_float2(1.0f, 0.0f); - sub.P01 = make_float2(0.0f, 1.0f); - sub.P11 = make_float2(1.0f, 1.0f); + sub_split.patch = patch; + sub_split.P00 = make_float2(0.0f, 0.0f); + sub_split.P10 = make_float2(1.0f, 0.0f); + sub_split.P01 = make_float2(0.0f, 1.0f); + sub_split.P11 = make_float2(1.0f, 1.0f); - ef.tu0 = T(patch, sub.P00, sub.P10); - ef.tu1 = T(patch, sub.P01, sub.P11); - ef.tv0 = T(patch, sub.P00, sub.P01); - ef.tv1 = T(patch, sub.P10, sub.P11); + ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10); + ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11); + ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01); + ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11); - split(sub, ef); + split(sub_split, ef_split); QuadDice dice(mesh, shader, smooth, dicing_rate); dice.camera = camera; |