forked from bartvdbraak/blender
Cleanup: style
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41b99e40c0
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5fe9b36aa6
@ -3667,7 +3667,7 @@ static void project_paint_prepare_all_faces(
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/* backface culls individual triangles but mask normal will use polygon */
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if (ps->do_backfacecull) {
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if (ps->do_mask_normal) {
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if (prev_poly != lt->poly) {\
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if (prev_poly != lt->poly) {
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int iloop;
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bool culled = true;
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const MPoly *poly = ps->dm_mpoly + lt->poly;
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@ -230,10 +230,12 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode
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static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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static const char *names[] = {"math_add", "math_subtract", "math_multiply",
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static const char *names[] = {
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"math_add", "math_subtract", "math_multiply",
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"math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin",
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"math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
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"math_round", "math_less_than", "math_greater_than", "math_modulo", "math_abs"};
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"math_round", "math_less_than", "math_greater_than", "math_modulo", "math_abs",
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};
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switch (node->custom1) {
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case NODE_MATH_ADD:
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@ -610,8 +610,7 @@ int KX_SteeringActuator::pyattr_set_navmesh(void *self, const struct KX_PYATTRIB
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if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SteeringActuator"))
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return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
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if (dynamic_cast<KX_NavMeshObject *>(gameobj) == NULL)
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{
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if (dynamic_cast<KX_NavMeshObject *>(gameobj) == NULL) {
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PyErr_Format(PyExc_TypeError, "KX_NavMeshObject is expected");
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return PY_SET_ATTR_FAIL;
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}
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