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Diffstat (limited to 'source/blender/draw/modes/object_mode.c')
-rw-r--r--source/blender/draw/modes/object_mode.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 5cf6ed96b55..af85cc7bb00 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1635,7 +1635,7 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
/* Motion Tracking. */
MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);
- if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) && (clip != NULL)){
+ if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) && (clip != NULL)) {
BLI_assert(BLI_listbase_is_empty(&sgl->camera_path));
const bool is_select = DRW_state_is_select();
const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) &&
@@ -1668,7 +1668,7 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
{
float tracking_object_mat[4][4];
- if (tracking_object->flag & TRACKING_OBJECT_CAMERA){
+ if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
copy_m4_m4(tracking_object_mat, camera_mat);
}
else {
@@ -2833,7 +2833,7 @@ static void OBJECT_draw_scene(void *vedata)
// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
/* This needs to be drawn after the oultine */
DRW_draw_pass(stl->g_data->sgl.bone_solid);
@@ -2907,10 +2907,10 @@ static void OBJECT_draw_scene(void *vedata)
batch_camera_path_free(&stl->g_data->sgl.camera_path);
if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes))
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes))
{
if (DRW_state_is_fbo()) {
/* meh, late init to not request a depth buffer we won't use. */