style cleanup

This commit is contained in:
Campbell Barton 2012-10-11 03:25:19 +00:00
parent 563aa57db2
commit 0bf1a16203

@ -745,10 +745,10 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
mul_m4_v3(mat, vos->vec);
if (ED_view3d_project_short_ex(ar,
(vos->flag & V3D_CACHE_TEXT_GLOBALSPACE) ? rv3d->persmat : rv3d->persmatob,
(vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0,
vos->vec, vos->sco,
V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN) == V3D_PROJ_RET_OK)
(vos->flag & V3D_CACHE_TEXT_GLOBALSPACE) ? rv3d->persmat : rv3d->persmatob,
(vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0,
vos->vec, vos->sco,
V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN) == V3D_PROJ_RET_OK)
{
tot++;
}
@ -819,7 +819,9 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
if (depth_write) {
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else glDepthMask(1);
else {
glDepthMask(1);
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
@ -1245,7 +1247,9 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
glVertex3fv(tvec);
glEnd();
}
else circ(0.0, 0.0, fabsf(z));
else {
circ(0.0, 0.0, fabsf(z));
}
/* draw the circle/square representing spotbl */
if (la->type == LA_SPOT) {
@ -2427,7 +2431,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
BMEditMesh *em, DerivedMesh *cageDM, BMVert *eve_act,
RegionView3D *rv3d)
RegionView3D *rv3d)
{
ToolSettings *ts = scene->toolsettings;
int sel;
@ -2981,7 +2985,6 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
{
if ((v3d->transp == FALSE) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == FALSE) /* not when painting (its distracting) - campbell */
{
@ -6642,8 +6645,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
draw_box(bb.vec);
/* draw base resolution bounds */
/*BKE_boundbox_init_from_minmax(&bb, sds->p0, sds->p1);
draw_box(bb.vec);*/
#if 0
BKE_boundbox_init_from_minmax(&bb, sds->p0, sds->p1);
draw_box(bb.vec);
#endif
}
/* don't show smoke before simulation starts, this could be made an option in the future */
@ -6655,15 +6660,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
normalize_v3(viewnormal);
/* set dynamic boundaries to draw the volume */
p0[0] = sds->p0[0] + sds->cell_size[0]*sds->res_min[0] + sds->obj_shift_f[0];
p0[1] = sds->p0[1] + sds->cell_size[1]*sds->res_min[1] + sds->obj_shift_f[1];
p0[2] = sds->p0[2] + sds->cell_size[2]*sds->res_min[2] + sds->obj_shift_f[2];
p1[0] = sds->p0[0] + sds->cell_size[0]*sds->res_max[0] + sds->obj_shift_f[0];
p1[1] = sds->p0[1] + sds->cell_size[1]*sds->res_max[1] + sds->obj_shift_f[1];
p1[2] = sds->p0[2] + sds->cell_size[2]*sds->res_max[2] + sds->obj_shift_f[2];
p0[0] = sds->p0[0] + sds->cell_size[0] * sds->res_min[0] + sds->obj_shift_f[0];
p0[1] = sds->p0[1] + sds->cell_size[1] * sds->res_min[1] + sds->obj_shift_f[1];
p0[2] = sds->p0[2] + sds->cell_size[2] * sds->res_min[2] + sds->obj_shift_f[2];
p1[0] = sds->p0[0] + sds->cell_size[0] * sds->res_max[0] + sds->obj_shift_f[0];
p1[1] = sds->p0[1] + sds->cell_size[1] * sds->res_max[1] + sds->obj_shift_f[1];
p1[2] = sds->p0[2] + sds->cell_size[2] * sds->res_max[2] + sds->obj_shift_f[2];
/* scale cube to global space to equalize volume slicing on all axises
* (its scaled back before drawing) */
* (its scaled back before drawing) */
mul_v3_v3(p0, ob->size);
mul_v3_v3(p1, ob->size);
@ -6687,12 +6692,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
/* smoke debug render */
#ifdef SMOKE_DEBUG_VELOCITY
draw_smoke_velocity(smd->domain, ob);
#endif
#ifdef SMOKE_DEBUG_HEAT
draw_smoke_heat(smd->domain, ob);
#endif
#ifdef SMOKE_DEBUG_VELOCITY
draw_smoke_velocity(smd->domain, ob);
#endif
#ifdef SMOKE_DEBUG_HEAT
draw_smoke_heat(smd->domain, ob);
#endif
}
}
}