From c6cffe98fa5eb6108956d484596153d214687e67 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 9 Jun 2012 18:20:40 +0000 Subject: code cleanup: removed/renamed shadow & duplicate variable definitions. --- intern/cycles/subd/subd_build.cpp | 6 +++--- intern/cycles/subd/subd_dice.cpp | 16 +++++++------- intern/cycles/subd/subd_split.cpp | 44 +++++++++++++++++++-------------------- 3 files changed, 33 insertions(+), 33 deletions(-) (limited to 'intern/cycles/subd') diff --git a/intern/cycles/subd/subd_build.cpp b/intern/cycles/subd/subd_build.cpp index 07f89b2a371..c8181838ec3 100644 --- a/intern/cycles/subd/subd_build.cpp +++ b/intern/cycles/subd/subd_build.cpp @@ -314,7 +314,7 @@ void SubdAccBuilder::computeEdgeStencil(SubdFaceRing *ring, GregoryAccStencil *s stencil->get(eid1) = stencil->get(cid); stencil->get(eid2) = stencil->get(cid); - int j = 0; + j = 0; for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), j++) { SubdEdge *edge = eit.current(); assert(vert->co == edge->from()->co); @@ -402,8 +402,8 @@ void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStenci int idx2 = interior2Indices[primitiveOffset+v]; int i = 0; - for(SubdFace::EdgeIterator it(face->edges(edge)); !it.isDone(); it.advance(), i++) { - SubdVert *vert = it.current()->from(); + for(SubdFace::EdgeIterator it_sub(face->edges(edge)); !it_sub.isDone(); it_sub.advance(), i++) { + SubdVert *vert = it_sub.current()->from(); stencil->get(idx1, vert) += weights1[i]; stencil->get(idx2, vert) += weights2[i]; } diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp index 583abb2b58a..6920df9954c 100644 --- a/intern/cycles/subd/subd_dice.cpp +++ b/intern/cycles/subd/subd_dice.cpp @@ -388,13 +388,13 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M) for(m = M-2; m > 0; m -= 2) { vector inner_u, inner_v, inner_w; - float t = m/(float)M; + const float t0 = m / (float)M; float2 center = make_float2(1.0f/3.0f, 1.0f/3.0f); /* 3 corner vertices */ - float2 p_u = interp(center, make_float2(1.0f, 0.0f), t); - float2 p_v = interp(center, make_float2(0.0f, 1.0f), t); - float2 p_w = interp(center, make_float2(0.0f, 0.0f), t); + float2 p_u = interp(center, make_float2(1.0f, 0.0f), t0); + float2 p_v = interp(center, make_float2(0.0f, 1.0f), t0); + float2 p_w = interp(center, make_float2(0.0f, 0.0f), t0); int corner_u = add_vert(sub, p_u); int corner_v = add_vert(sub, p_v); @@ -407,11 +407,11 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M) for(int i = 1; i < m; i++) { /* add vertices between corners */ - float t = i/(float)m; + const float t1 = i / (float)m; - inner_u.push_back(add_vert(sub, interp(p_v, p_w, t))); - inner_v.push_back(add_vert(sub, interp(p_w, p_u, t))); - inner_w.push_back(add_vert(sub, interp(p_u, p_v, t))); + inner_u.push_back(add_vert(sub, interp(p_v, p_w, t1))); + inner_v.push_back(add_vert(sub, interp(p_w, p_u, t1))); + inner_w.push_back(add_vert(sub, interp(p_u, p_v, t1))); } inner_u.push_back(corner_w); diff --git a/intern/cycles/subd/subd_split.cpp b/intern/cycles/subd/subd_split.cpp index f0b87200f08..074c82a2348 100644 --- a/intern/cycles/subd/subd_split.cpp +++ b/intern/cycles/subd/subd_split.cpp @@ -248,19 +248,19 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth) { - TriangleDice::SubPatch sub; - TriangleDice::EdgeFactors ef; + TriangleDice::SubPatch sub_split; + TriangleDice::EdgeFactors ef_split; - sub.patch = patch; - sub.Pu = make_float2(1.0f, 0.0f); - sub.Pv = make_float2(0.0f, 1.0f); - sub.Pw = make_float2(0.0f, 0.0f); + sub_split.patch = patch; + sub_split.Pu = make_float2(1.0f, 0.0f); + sub_split.Pv = make_float2(0.0f, 1.0f); + sub_split.Pw = make_float2(0.0f, 0.0f); - ef.tu = T(patch, sub.Pv, sub.Pw); - ef.tv = T(patch, sub.Pw, sub.Pu); - ef.tw = T(patch, sub.Pu, sub.Pv); + ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw); + ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu); + ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv); - split(sub, ef); + split(sub_split, ef_split); TriangleDice dice(mesh, shader, smooth, dicing_rate); dice.camera = camera; @@ -286,21 +286,21 @@ void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth) { - QuadDice::SubPatch sub; - QuadDice::EdgeFactors ef; + QuadDice::SubPatch sub_split; + QuadDice::EdgeFactors ef_split; - sub.patch = patch; - sub.P00 = make_float2(0.0f, 0.0f); - sub.P10 = make_float2(1.0f, 0.0f); - sub.P01 = make_float2(0.0f, 1.0f); - sub.P11 = make_float2(1.0f, 1.0f); + sub_split.patch = patch; + sub_split.P00 = make_float2(0.0f, 0.0f); + sub_split.P10 = make_float2(1.0f, 0.0f); + sub_split.P01 = make_float2(0.0f, 1.0f); + sub_split.P11 = make_float2(1.0f, 1.0f); - ef.tu0 = T(patch, sub.P00, sub.P10); - ef.tu1 = T(patch, sub.P01, sub.P11); - ef.tv0 = T(patch, sub.P00, sub.P01); - ef.tv1 = T(patch, sub.P10, sub.P11); + ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10); + ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11); + ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01); + ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11); - split(sub, ef); + split(sub_split, ef_split); QuadDice dice(mesh, shader, smooth, dicing_rate); dice.camera = camera; -- cgit v1.2.3