- fix for BL_Shader::SetUniform() missing out the last part of the matrix.

- particle.c wasn't setting all components of the vector when reading cache and setting dummy velocity values.
- some functions incorrectly took a float[3] argument when the 4th value was set.
- remove a few redundant lines of code.
This commit is contained in:
Campbell Barton 2011-08-27 03:20:32 +00:00
parent 555f6cbe08
commit 6926060185
8 changed files with 8 additions and 12 deletions

@ -3134,7 +3134,7 @@ int object_is_modified(Scene *scene, Object *ob)
int flag= 0;
if(ob_get_key(ob)) {
flag |= eModifierMode_Render | eModifierMode_Render;
flag |= eModifierMode_Render;
}
else {
ModifierData *md;

@ -3161,7 +3161,7 @@ void psys_cache_edit_paths(Scene *scene, Object *ob, PTCacheEdit *edit, float cf
}
else {
ca->vel[0] = ca->vel[1] = 0.0f;
ca->vel[1] = 1.0f;
ca->vel[2] = 1.0f;
}
/* selection coloring in edit mode */

@ -172,7 +172,6 @@ void PTCACHE_OT_free_bake_all(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Free All Physics Bakes";
ot->name= "Free all physics bakes";
ot->idname= "PTCACHE_OT_free_bake_all";
/* api callbacks */

@ -512,7 +512,7 @@ static float VecZDepthOrtho(float pt[2], float v1[3], float v2[3], float v3[3],
return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
}
static float VecZDepthPersp(float pt[2], float v1[3], float v2[3], float v3[3], float w[3])
static float VecZDepthPersp(float pt[2], float v1[4], float v2[4], float v3[4], float w[3])
{
float wtot_inv, wtot;
float w_tmp[3];
@ -1193,7 +1193,7 @@ static void screen_px_from_ortho(
* the perspective W coord for each vert */
static void screen_px_from_persp(
float uv[2],
float v1co[3], float v2co[3], float v3co[3], /* screenspace coords */
float v1co[4], float v2co[4], float v3co[4], /* screenspace coords */
float uv1co[2], float uv2co[2], float uv3co[2],
float pixelScreenCo[4],
float w[3])

@ -316,11 +316,9 @@ static float cube[8][3] = {
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
static GLuint displist=0;
float n[3];
float n[3]= {0.0f};
glScalef(xsize, ysize, zsize);
n[0]=0; n[1]=0; n[2]=0;
if(displist==0) {
displist= glGenLists(1);
@ -346,7 +344,6 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
n[2]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
n[2]=0;
n[2]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);

@ -833,7 +833,7 @@ static int select_edgeloop(Scene *scene, Image *ima, EditMesh *em, NearestHit *h
if(extend) {
tf= CustomData_em_get(&em->fdata, hit->efa->data, CD_MTFACE);
if(uvedit_uv_selected(scene, hit->efa, tf, hit->edge) && uvedit_uv_selected(scene, hit->efa, tf, hit->edge))
if(uvedit_uv_selected(scene, hit->efa, tf, hit->edge))
select= 0;
else
select= 1;

@ -358,7 +358,7 @@ void GPU_material_enable_alpha(GPUMaterial *material)
material->alpha= 1;
}
GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[3])
GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[4])
{
if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
return GPU_BLEND_ALPHA;

@ -690,7 +690,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose)
float value[9];
value[0] = (float)vec[0][0]; value[1] = (float)vec[1][0]; value[2] = (float)vec[2][0];
value[3] = (float)vec[0][1]; value[4] = (float)vec[1][1]; value[5] = (float)vec[2][1];
value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[7] = (float)vec[2][2];
value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[8] = (float)vec[2][2];
glUniformMatrix3fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
}
}