Cycles: Cleanup, spaces around assignment operator

Did some bad spacing in recent commits, better to get rid of those so
they does not confuse those who're working on sources.
This commit is contained in:
Sergey Sharybin 2015-04-07 00:25:54 +05:00
parent c1d8ddacaf
commit e2354e64d2
8 changed files with 15 additions and 15 deletions

@ -621,7 +621,7 @@ void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData)
}
/* check allocation */
if((mesh->curve_keys.size() != num_keys) || (mesh->curves.size() != num_curves)) {
if((mesh->curve_keys.size() != num_keys) || (mesh->curves.size() != num_curves)) {
VLOG(1) << "Allocation failed, clearing data";
mesh->curve_keys.clear();
mesh->curves.clear();

@ -324,15 +324,15 @@ static void attr_create_uv_map(Scene *scene,
size_t i = 0;
for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
fdata[0] = get_float3(t->uv1());
fdata[1] = get_float3(t->uv2());
fdata[2] = get_float3(t->uv3());
fdata[0] = get_float3(t->uv1());
fdata[1] = get_float3(t->uv2());
fdata[2] = get_float3(t->uv3());
fdata += 3;
if(nverts[i] == 4) {
fdata[0] = get_float3(t->uv1());
fdata[1] = get_float3(t->uv3());
fdata[2] = get_float3(t->uv4());
fdata[0] = get_float3(t->uv1());
fdata[1] = get_float3(t->uv3());
fdata[2] = get_float3(t->uv4());
fdata += 3;
}
}

@ -114,7 +114,7 @@ ccl_device int bsdf_ashikhmin_velvet_sample(const ShaderClosure *sc, float3 Ng,
float sinNH2 = 1 - cosNH * cosNH;
float sinNH4 = sinNH2 * sinNH2;
float cotangent2 = (cosNH * cosNH) / sinNH2;
float cotangent2 = (cosNH * cosNH) / sinNH2;
float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically

@ -264,7 +264,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
#endif
{
shader = kernel_tex_fetch(__tri_shader, prim);
shader = kernel_tex_fetch(__tri_shader, prim);
}
#ifdef __HAIR__
else {

@ -236,7 +236,7 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh
ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface)
{
/* get shader */
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* get motion info */
int numsteps, numverts;

@ -279,7 +279,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
#endif
{
shader = kernel_tex_fetch(__tri_shader, prim);
shader = kernel_tex_fetch(__tri_shader, prim);
}
#ifdef __HAIR__
else {

@ -87,7 +87,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
if(sd->type & PRIMITIVE_TRIANGLE) {
/* static triangle */
float3 Ng = triangle_normal(kg, sd);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* vectors */
sd->P = triangle_refine(kg, sd, isect, ray);
@ -166,7 +166,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
/* fetch triangle data */
if(sd->type == PRIMITIVE_TRIANGLE) {
float3 Ng = triangle_normal(kg, sd);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* static triangle */
sd->P = triangle_refine_subsurface(kg, sd, isect, ray);

@ -956,7 +956,7 @@ bool OSLRenderServices::texture3d(ustring filename, TextureOpt &options,
else {
OSLThreadData *tdata = kg->osl_tdata;
OIIO::TextureSystem::Perthread *thread_info = tdata->oiio_thread_info;
OIIO::TextureSystem::TextureHandle *th = ts->get_texture_handle(filename, thread_info);
OIIO::TextureSystem::TextureHandle *th = ts->get_texture_handle(filename, thread_info);
#if OIIO_VERSION < 10500
status = ts->texture3d(th, thread_info,
options, P, dPdx, dPdy, dPdz, result);
@ -993,7 +993,7 @@ bool OSLRenderServices::environment(ustring filename, TextureOpt &options,
OSLThreadData *tdata = kg->osl_tdata;
OIIO::TextureSystem::Perthread *thread_info = tdata->oiio_thread_info;
OIIO::TextureSystem::TextureHandle *th = ts->get_texture_handle(filename, thread_info);
OIIO::TextureSystem::TextureHandle *th = ts->get_texture_handle(filename, thread_info);
#if OIIO_VERSION < 10500
bool status = ts->environment(th, thread_info,