style cleanup

This commit is contained in:
2012-10-29 02:11:40 +00:00
parent dd106b5c7a
commit 5549904171
17 changed files with 93 additions and 94 deletions

View File

@@ -561,7 +561,8 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
/* specifying the codec attributes : try to retrieve them from render data first*/
if (rd->qtcodecsettings.codecType) {
qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
qtexport->frameAttributes = [
NSDictionary dictionaryWithObjectsAndKeys:
stringWithCodecType(rd->qtcodecsettings.codecType),
QTAddImageCodecType,
[NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
@@ -569,7 +570,8 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
nil];
}
else {
qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
qtexport->frameAttributes = [
NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
QTAddImageCodecType,
[NSNumber numberWithLong:codecHighQuality],
QTAddImageCodecQuality,

View File

@@ -1888,7 +1888,7 @@ static int wm_handlers_do(bContext *C, wmEvent *event, ListBase *handlers)
wmWindow *win = CTX_wm_window(C);
/* eventstate stores if previous event was a KM_PRESS, in case that
wasn't handled, the KM_RELEASE will become a KM_CLICK */
* wasn't handled, the KM_RELEASE will become a KM_CLICK */
if (win && event->val == KM_PRESS) {
win->eventstate->check_click = TRUE;

View File

@@ -196,33 +196,30 @@ bool SCA_RandomActuator::Update()
*/
tmpval = new CFloatValue(m_parameter1);
} else {
/*
070301 - nzc
Now, with seed != 0, we will most assuredly get some
sensible values. The termination condition states two
things:
1. s >= 0 is not allowed: to prevent the distro from
getting a bias towards high values. This is a small
correction, really, and might also be left out.
2. s == 0 is not allowed: to prevent a division by zero
when renormalising the drawn value to the desired
distribution shape. As a side effect, the distro will
never yield the exact mean.
I am not sure whether this is consistent, since the error
cause by #2 is of the same magnitude as the one
prevented by #1. The error introduced into the SD will be
improved, though. By how much? Hard to say... If you like
the maths, feel free to analyse. Be aware that this is
one of the really old standard algorithms. I think the
original came in Fortran, was translated to Pascal, and
then someone came up with the C code. My guess it that
this will be quite sufficient here.
}
else {
/* 070301 - nzc
* Now, with seed != 0, we will most assuredly get some
* sensible values. The termination condition states two
* things:
* 1. s >= 0 is not allowed: to prevent the distro from
* getting a bias towards high values. This is a small
* correction, really, and might also be left out.
* 2. s == 0 is not allowed: to prevent a division by zero
* when renormalising the drawn value to the desired
* distribution shape. As a side effect, the distro will
* never yield the exact mean.
* I am not sure whether this is consistent, since the error
* cause by #2 is of the same magnitude as the one
* prevented by #1. The error introduced into the SD will be
* improved, though. By how much? Hard to say... If you like
* the maths, feel free to analyse. Be aware that this is
* one of the really old standard algorithms. I think the
* original came in Fortran, was translated to Pascal, and
* then someone came up with the C code. My guess it that
* this will be quite sufficient here.
*/
do
{
do {
x = 2.0 * m_base->DrawFloat() - 1.0;
y = 2.0 * m_base->DrawFloat() - 1.0;
s = x*x + y*y;

View File

@@ -168,8 +168,8 @@ void KX_BlenderMaterial::InitTextures()
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
// If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
// However, if we're using a custom shader, then we still need to load the textures ourselves.
/* If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
* However, if we're using a custom shader, then we still need to load the textures ourselves. */
else if (!mMaterial->glslmat || mShader) {
if ( mMaterial->img[i] ) {
if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))