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Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/include/texture.h12
-rw-r--r--source/blender/render/intern/source/rayshade.c2
2 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/render/intern/include/texture.h b/source/blender/render/intern/include/texture.h
index 2dc12f39db7..b23d6b09524 100644
--- a/source/blender/render/intern/include/texture.h
+++ b/source/blender/render/intern/include/texture.h
@@ -35,17 +35,17 @@
#define BRICONT \
texres->tin= (texres->tin-0.5f) * tex->contrast+tex->bright-0.5f; \
- if(texres->tin < 0.0f) texres->tin= 0.0f; \
- else if(texres->tin > 1.0f) texres->tin= 1.0f; \
+ if (texres->tin < 0.0f) texres->tin= 0.0f; \
+ else if (texres->tin > 1.0f) texres->tin= 1.0f; \
#define BRICONTRGB \
texres->tr= tex->rfac*((texres->tr-0.5f)*tex->contrast+tex->bright-0.5f); \
- if(texres->tr<0.0f) texres->tr= 0.0f; \
+ if (texres->tr<0.0f) texres->tr= 0.0f; \
texres->tg= tex->gfac*((texres->tg-0.5f)*tex->contrast+tex->bright-0.5f); \
- if(texres->tg<0.0f) texres->tg= 0.0f; \
+ if (texres->tg<0.0f) texres->tg= 0.0f; \
texres->tb= tex->bfac*((texres->tb-0.5f)*tex->contrast+tex->bright-0.5f); \
- if(texres->tb<0.0f) texres->tb= 0.0f; \
- if(tex->saturation != 1.0f) { \
+ if (texres->tb<0.0f) texres->tb= 0.0f; \
+ if (tex->saturation != 1.0f) { \
float _hsv[3]; \
rgb_to_hsv(texres->tr, texres->tg, texres->tb, \
_hsv, _hsv+1, _hsv+2); \
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 768fd2cdcf5..90ae39ee767 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -739,7 +739,7 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, con
* in two each time, giving 2^depth rays. we need to be able to cancel such
* a render to avoid hanging, a better solution would be random picking
* between directions and russian roulette termination */
- if(R.test_break(R.tbh)) {
+ if (R.test_break(R.tbh)) {
zero_v4(col);
return;
}