Cleanup: style
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112540da62
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122d0d1504
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@ -933,7 +933,8 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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/* Blender Internal removal */
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for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
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if (STREQ(scene->r.engine, "BLENDER_RENDER") ||
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STREQ(scene->r.engine, "BLENDER_GAME")) {
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STREQ(scene->r.engine, "BLENDER_GAME"))
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{
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BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
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}
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@ -61,7 +61,8 @@ static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, flo
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unsigned int obhash = BLI_ghashutil_strhash(ob->id.name);
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cpack_to_rgb(obhash, &color[0], &color[1], &color[2]);
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} else {
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}
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else {
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copy_v3_v3(color, ob->col);
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}
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}
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@ -984,7 +984,8 @@ static void drw_engines_enable_from_mode(int mode)
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}
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}
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static void drw_engines_enable_from_overlays(int draw_overlays) {
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static void drw_engines_enable_from_overlays(int draw_overlays)
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{
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if (draw_overlays) {
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use_drw_engine(&draw_engine_overlay_type);
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}
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@ -110,8 +110,7 @@ static void overlay_cache_init(void *vedata)
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}
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/* Face Orientation Pass */
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if (stl->g_data->overlays & V3D_OVERLAY_FACE_ORIENTATION)
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{
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if (stl->g_data->overlays & V3D_OVERLAY_FACE_ORIENTATION) {
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | bm_face_orientation;
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psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
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stl->g_data->face_orientation_shgrp = DRW_shgroup_create(e_data.face_orientation_sh, psl->face_orientation_pass);
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@ -1482,8 +1482,7 @@ static int edbm_face_make_planar_exec(bContext *C, wmOperator *op)
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const int repeat = RNA_int_get(op->ptr, "repeat");
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const float fac = RNA_float_get(op->ptr, "factor");
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for (uint ob_index = 0; ob_index < objects_len; ob_index++)
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{
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for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
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Object *obedit = objects[ob_index];
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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if (em->bm->totfacesel == 0) {
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@ -273,8 +273,7 @@ static DerivedMesh *uvprojectModifier_do(UVProjectModifierData *umd,
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best_projector = &projectors[0];
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for (j = 1; j < num_projectors; ++j) {
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float tmp_dot = dot_v3v3(projectors[j].normal,
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face_no);
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float tmp_dot = dot_v3v3(projectors[j].normal, face_no);
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if (tmp_dot > best_dot) {
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best_dot = tmp_dot;
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best_projector = &projectors[j];
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@ -18,7 +18,7 @@
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/intern/message_bus/wm_message_bus_static.c
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/** \file blender/windowmanager/message_bus/intern/wm_message_bus_static.c
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* \ingroup wm
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*/
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