diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate_util.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate_util.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c index e834d6afccb..b8cd9fe356d 100644 --- a/source/blender/gpu/intern/gpu_immediate_util.c +++ b/source/blender/gpu/intern/gpu_immediate_util.c @@ -460,10 +460,10 @@ void imm_draw_cylinder_fill_normal_3d( float h1 = height * ((float)j / (float)stacks); float h2 = height * ((float)(j + 1) / (float)stacks); - float v1[3] = {r1 * cos2, r1 * sin2, h1}; - float v2[3] = {r2 * cos2, r2 * sin2, h2}; - float v3[3] = {r2 * cos1, r2 * sin1, h2}; - float v4[3] = {r1 * cos1, r1 * sin1, h1}; + const float v1[3] = {r1 * cos2, r1 * sin2, h1}; + const float v2[3] = {r2 * cos2, r2 * sin2, h2}; + const float v3[3] = {r2 * cos1, r2 * sin1, h2}; + const float v4[3] = {r1 * cos1, r1 * sin1, h1}; float n1[3], n2[3]; /* calc normals */ @@ -516,10 +516,10 @@ void imm_draw_cylinder_wire_3d( float h1 = height * ((float)j / (float)stacks); float h2 = height * ((float)(j + 1) / (float)stacks); - float v1[3] = {r1 * cos2, r1 * sin2, h1}; - float v2[3] = {r2 * cos2, r2 * sin2, h2}; - float v3[3] = {r2 * cos1, r2 * sin1, h2}; - float v4[3] = {r1 * cos1, r1 * sin1, h1}; + const float v1[3] = {r1 * cos2, r1 * sin2, h1}; + const float v2[3] = {r2 * cos2, r2 * sin2, h2}; + const float v3[3] = {r2 * cos1, r2 * sin1, h2}; + const float v4[3] = {r1 * cos1, r1 * sin1, h1}; immVertex3fv(pos, v1); immVertex3fv(pos, v2); @@ -554,10 +554,10 @@ void imm_draw_cylinder_fill_3d( float h1 = height * ((float)j / (float)stacks); float h2 = height * ((float)(j + 1) / (float)stacks); - float v1[3] = {r1 * cos2, r1 * sin2, h1}; - float v2[3] = {r2 * cos2, r2 * sin2, h2}; - float v3[3] = {r2 * cos1, r2 * sin1, h2}; - float v4[3] = {r1 * cos1, r1 * sin1, h1}; + const float v1[3] = {r1 * cos2, r1 * sin2, h1}; + const float v2[3] = {r2 * cos2, r2 * sin2, h2}; + const float v3[3] = {r2 * cos1, r2 * sin1, h2}; + const float v4[3] = {r1 * cos1, r1 * sin1, h1}; /* first tri */ immVertex3fv(pos, v1); |