Prevent accidental fall-through in switch

This commit is contained in:
2016-01-24 12:21:13 +11:00
parent 3174254142
commit 203d2c5029
2 changed files with 5 additions and 2 deletions

View File

@@ -416,7 +416,7 @@ void GPU_material_bind_uniforms(
if (viewmat) {
mul_m4_m4m4(localtoviewmat, viewmat, obmat);
invert_m4_m4(invlocaltoviewmat, localtoviewmat);
GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float*)invlocaltoviewmat);
GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float *)invlocaltoviewmat);
}
}
if (material->builtins & GPU_OBCOLOR) {

View File

@@ -128,6 +128,7 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
}
break;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
switch (to) {
case SHD_VECT_TRANSFORM_SPACE_WORLD:
@@ -137,6 +138,7 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
}
break;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
switch (to) {
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
@@ -146,8 +148,9 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
}
break;
}
return 0;
return NULL;
}
static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{