diff options
Diffstat (limited to 'source/blender/render/intern/source/volumetric.c')
-rw-r--r-- | source/blender/render/intern/source/volumetric.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c index 0f72a4bd40f..e63c9b7b4dd 100644 --- a/source/blender/render/intern/source/volumetric.c +++ b/source/blender/render/intern/source/volumetric.c @@ -113,7 +113,7 @@ static float vol_get_shadow(ShadeInput *shi, LampRen *lar, const float co[3]) is.orig.face = NULL; is.last_hit = lar->last_hit[shi->thread]; - if (RE_rayobject_raycast(R.raytree,&is)) { + if (RE_rayobject_raycast(R.raytree, &is)) { visibility = 0.f; } @@ -258,7 +258,7 @@ static float metadensity(Object* ob, const float co[3]) /* element rotation transform */ float tp[3] = {ml->x - tco[0], ml->y - tco[1], ml->z - tco[2]}; - quat_to_mat3( bmat,ml->quat); + quat_to_mat3(bmat, ml->quat); transpose_m3(bmat); // rot.only, so inverse == transpose mul_m3_v3(bmat, tp); @@ -471,7 +471,7 @@ static void vol_get_transmittance(ShadeInput *shi, float tr[3], const float co[3 static void vol_shade_one_lamp(struct ShadeInput *shi, const float co[3], const float view[3], LampRen *lar, float lacol[3]) { float visifac, lv[3], lampdist; - float tr[3]={1.0,1.0,1.0}; + float tr[3]={1.0, 1.0, 1.0}; float hitco[3], *atten_co; float p, ref_col[3]; @@ -653,7 +653,7 @@ static void volumeintegrate(struct ShadeInput *shi, float col[4], const float co /* the main entry point for volume shading */ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int inside_volume) { - float hitco[3], col[4] = {0.f,0.f,0.f,0.f}; + float hitco[3], col[4] = {0.f, 0.f, 0.f, 0.f}; float *startco, *endco; int trace_behind = 1; const int ztransp= ((shi->depth==0) && (shi->mat->mode & MA_TRANSP) && (shi->mat->mode & MA_ZTRANSP)); @@ -748,7 +748,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is) { float hitco[3]; - float tr[3] = {1.0,1.0,1.0}; + float tr[3] = {1.0, 1.0, 1.0}; Isect is= {{0}}; float *startco, *endco; |