From 41d4a1986548e66a652221e4a68c52900474eeff Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 08:24:14 +0200 Subject: ClangFormat: format '#if 0' code in source/ --- source/blender/draw/intern/draw_cache_impl_mesh.c | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'source/blender/draw/intern/draw_cache_impl_mesh.c') diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index ded9d0963b7..73c68d0d6b9 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -3128,7 +3128,8 @@ static void mesh_create_loop_uv_and_tan(MeshRenderData *rdata, GPUVertBuf *vbo) for (uint i = 0; i < uv_len; i++) { const char *attr_name = mesh_render_data_uv_layer_uuid_get(rdata, i); #if 0 /* these are clamped. Maybe use them as an option in the future */ - uv_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT); + uv_id[i] = GPU_vertformat_attr_add( + &format, attr_name, GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT); #else uv_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT); #endif @@ -4433,8 +4434,10 @@ BLI_INLINE void edit_uv_preprocess_stretch_angle(float (*auv)[2], } #if 0 /* here for reference, this is done in shader now. */ -BLI_INLINE float edit_uv_get_loop_stretch_angle( - const float auv0[2], const float auv1[2], const float av0[3], const float av1[3]) +BLI_INLINE float edit_uv_get_loop_stretch_angle(const float auv0[2], + const float auv1[2], + const float av0[3], + const float av1[3]) { float uvang = angle_normalized_v2v2(auv0, auv1); float ang = angle_normalized_v3v3(av0, av1); -- cgit v1.2.3