diff options
Diffstat (limited to 'source/blender/blenlib/intern')
-rw-r--r-- | source/blender/blenlib/intern/dynamiclist.h | 4 | ||||
-rw-r--r-- | source/blender/blenlib/intern/math_color_inline.c | 2 | ||||
-rw-r--r-- | source/blender/blenlib/intern/math_vector.c | 8 |
3 files changed, 9 insertions, 5 deletions
diff --git a/source/blender/blenlib/intern/dynamiclist.h b/source/blender/blenlib/intern/dynamiclist.h index 83b5aac963c..64c4a8fd61a 100644 --- a/source/blender/blenlib/intern/dynamiclist.h +++ b/source/blender/blenlib/intern/dynamiclist.h @@ -29,8 +29,8 @@ */ -#ifndef B_DYNAMIC_LIST_H -#define B_DYNAMIC_LIST_H +#ifndef __DYNAMICLIST_H__ +#define __DYNAMICLIST_H__ #define PAGE_SIZE 4 diff --git a/source/blender/blenlib/intern/math_color_inline.c b/source/blender/blenlib/intern/math_color_inline.c index 386452ed592..f8b986e799b 100644 --- a/source/blender/blenlib/intern/math_color_inline.c +++ b/source/blender/blenlib/intern/math_color_inline.c @@ -163,7 +163,7 @@ MINLINE void linearrgb_to_srgb_ushort4_predivide(unsigned short srgb[4], const f for(i=0; i<3; ++i) { t = linear[i] * inv_alpha; - srgb[i] = (t < 1.0f)? to_srgb_table_lookup(t) * alpha : FTOUSHORT(linearrgb_to_srgb(t) * alpha); + srgb[i] = (t < 1.0f)? (unsigned short)(to_srgb_table_lookup(t) * alpha) : FTOUSHORT(linearrgb_to_srgb(t) * alpha); } srgb[3] = FTOUSHORT(linear[3]); diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c index 47deb705def..ce9896b99cc 100644 --- a/source/blender/blenlib/intern/math_vector.c +++ b/source/blender/blenlib/intern/math_vector.c @@ -112,8 +112,12 @@ void mid_v3_v3v3(float v[3], const float v1[3], const float v2[3]) /********************************** Angles ***********************************/ /* Return the angle in radians between vecs 1-2 and 2-3 in radians - If v1 is a shoulder, v2 is the elbow and v3 is the hand, - this would return the angle at the elbow */ + * If v1 is a shoulder, v2 is the elbow and v3 is the hand, + * this would return the angle at the elbow. + * + * note that when v1/v2/v3 represent 3 points along a straight line + * that the angle returned will be pi (180deg), rather then 0.0 + */ float angle_v3v3v3(const float v1[3], const float v2[3], const float v3[3]) { float vec1[3], vec2[3]; |