diff options
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/intern/source/render_texture.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c index 123d384bed6..12edc0a028b 100644 --- a/source/blender/render/intern/source/render_texture.c +++ b/source/blender/render/intern/source/render_texture.c @@ -533,7 +533,7 @@ static int stucci(Tex *tex, const float texvec[3], TexResult *texres) /* ------------------------------------------------------------------------- */ /* newnoise: musgrave terrain noise types */ -static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres) +static int mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres) { int rv = TEX_INT; float (*mgravefunc)(float, float, float, float, float, float, int); @@ -588,7 +588,7 @@ static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *tex return rv; } -static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres) +static int mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres) { int rv = TEX_INT; float (*mgravefunc)(float, float, float, float, float, float, float, float, int); @@ -651,7 +651,7 @@ static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult * return rv; } -static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres) +static int mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres) { int rv = TEX_INT; @@ -702,7 +702,7 @@ static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres) return rv; } -static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres) +static int mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres) { int rv = TEX_INT; @@ -747,7 +747,7 @@ static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres) * probably the slowest, especially with minkovsky, bumpmapping, could be done another way. */ -static float voronoiTex(Tex *tex, const float texvec[3], TexResult *texres) +static int voronoiTex(Tex *tex, const float texvec[3], TexResult *texres) { int rv = TEX_INT; float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbors */ |