forked from bartvdbraak/blender
Fully disable AUD's FFTW3 usage.
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2d9be2226a
commit
1de1d6537e
@ -57,6 +57,7 @@ ifeq ($(WITH_SNDFILE),true)
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DIRS += sndfile
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endif
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# Not in use currently, see also source/Makefile and r31375
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#ifeq ($(WITH_FFTW3),true)
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# DIRS += fftw
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#endif
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@ -129,9 +129,10 @@ endif
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ifeq ($(WITH_SNDFILE),true)
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COMLIB += $(NAN_AUDASPACE)/lib/$(DEBUG_DIR)libaud_sndfile.a
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endif
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ifeq ($(WITH_FFTW3),true)
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COMLIB += $(NAN_AUDASPACE)/lib/$(DEBUG_DIR)libaud_fftw.a
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endif
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# Not in use currently, see also intern/audaspace/Makefile and r31375
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#ifeq ($(WITH_FFTW3),true)
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# COMLIB += $(NAN_AUDASPACE)/lib/$(DEBUG_DIR)libaud_fftw.a
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#endif
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COMLIB += $(NAN_SAMPLERATE)/lib/$(DEBUG_DIR)libsamplerate.a
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COMLIB += $(NAN_LZO)/lib/$(DEBUG_DIR)libminilzo.a
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COMLIB += $(NAN_LZMA)/lib/$(DEBUG_DIR)liblzma.a
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@ -1939,11 +1939,10 @@ static void make_bevel_list_3D_tangent(BevList *bl)
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/* make perpendicular, modify tan in place, is ok */
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float cross_tmp[3];
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float zero[3] = {0,0,0};
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cross_v3_v3v3(cross_tmp, bevp1->tan, bevp1->dir);
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normalize_v3(cross_tmp);
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tri_to_quat( bevp1->quat,zero, cross_tmp, bevp1->tan); /* XXX - could be faster */
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tri_to_quat( bevp1->quat, (float [3]){0,0,0}, cross_tmp, bevp1->tan); /* XXX - could be faster */
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bevp0= bevp1;
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bevp1= bevp2;
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@ -502,8 +502,7 @@ static void layerInterp_mdisps(void **UNUSED(sources), float *UNUSED(weights),
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/* Initialize the destination */
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for(i = 0; i < d->totdisp; ++i) {
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float z[3] = {0,0,0};
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copy_v3_v3(d->disps[i], z);
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zero_v3(d->disps[i]);
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}
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/* For now, some restrictions on the input */
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@ -1007,8 +1007,7 @@ void pdDoEffectors(ListBase *effectors, ListBase *colliders, EffectorWeights *we
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else if(eff->pd->forcefield == PFIELD_TEXTURE)
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do_texture_effector(eff, &efd, point, force);
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else {
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float temp1[3]={0,0,0}, temp2[3];
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VECCOPY(temp1, force);
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float temp1[3]={force[0], force[1], force[2]}, temp2[3];
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do_physical_effector(eff, &efd, point, force);
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@ -6139,8 +6139,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
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/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
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/* but, we also dont draw names for sets or duplicators */
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if(flag == 0) {
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float zero[3]= {0,0,0};
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view3d_cached_text_draw_add(zero, ob->id.name+2, 10, 0);
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view3d_cached_text_draw_add((float [3]){0,0,0}, ob->id.name+2, 10, 0);
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}
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}
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/*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
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@ -212,9 +212,8 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
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float totlen = len_v3(mtx_tx[3]);
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if(totlen != 0.0f) {
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float zero[3]={0.0f, 0.0f, 0.0f};
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float cp[3];
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screw_ofs= closest_to_line_v3(cp, mtx_tx[3], zero, axis_vec);
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screw_ofs= closest_to_line_v3(cp, mtx_tx[3], (float []){0,0,0}, axis_vec);
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}
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else {
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screw_ofs= 0.0f;
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