From c411cde415ee7dc8a208e932d5ba1a240c4e669e Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 24 Jan 2013 21:57:13 +0000 Subject: header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTree --- source/blender/render/intern/raytrace/rayobject_vbvh.cpp | 4 ++-- source/blender/render/intern/source/shadbuf.c | 7 +++---- source/blender/render/intern/source/shadeinput.c | 4 ++-- 3 files changed, 7 insertions(+), 8 deletions(-) (limited to 'source/blender/render') diff --git a/source/blender/render/intern/raytrace/rayobject_vbvh.cpp b/source/blender/render/intern/raytrace/rayobject_vbvh.cpp index d03bdb74407..3e80deefecd 100644 --- a/source/blender/render/intern/raytrace/rayobject_vbvh.cpp +++ b/source/blender/render/intern/raytrace/rayobject_vbvh.cpp @@ -38,12 +38,12 @@ int tot_hints = 0; #include "MEM_guardedalloc.h" -#include "BKE_global.h" - #include "BLI_math.h" #include "BLI_memarena.h" #include "BLI_utildefines.h" +#include "BKE_global.h" + #include "rayintersection.h" #include "rayobject.h" #include "rayobject_rtbuild.h" diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c index 87912f546e8..1a24055c7f4 100644 --- a/source/blender/render/intern/source/shadbuf.c +++ b/source/blender/render/intern/source/shadbuf.c @@ -38,10 +38,6 @@ #include "DNA_lamp_types.h" #include "DNA_material_types.h" -#include "BKE_global.h" -#include "BKE_scene.h" - - #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_jitter.h" @@ -49,6 +45,9 @@ #include "BLI_rand.h" #include "BLI_utildefines.h" +#include "BKE_global.h" +#include "BKE_scene.h" + #include "PIL_time.h" #include "renderpipeline.h" diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c index c59c3685d7d..bf0087d0292 100644 --- a/source/blender/render/intern/source/shadeinput.c +++ b/source/blender/render/intern/source/shadeinput.c @@ -151,7 +151,7 @@ void shade_material_loop(ShadeInput *shi, ShadeResult *shr) /* do a shade, finish up some passes, apply mist */ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr) { - int compat = 0; + bool compat = false; float alpha; /* ------ main shading loop -------- */ @@ -163,7 +163,7 @@ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr) compat = ntreeShaderExecTree(shi->mat->nodetree, shi, shr); /* also run this when node shaders fail, due to incompatible shader nodes */ - if (compat == 0) { + if (compat == false) { /* copy all relevant material vars, note, keep this synced with render_types.h */ shade_input_init_material(shi); -- cgit v1.2.3