style cleanup
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@@ -561,7 +561,8 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
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/* specifying the codec attributes : try to retrieve them from render data first*/
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if (rd->qtcodecsettings.codecType) {
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qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
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qtexport->frameAttributes = [
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NSDictionary dictionaryWithObjectsAndKeys:
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stringWithCodecType(rd->qtcodecsettings.codecType),
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QTAddImageCodecType,
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[NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
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@@ -569,7 +570,8 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
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nil];
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}
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else {
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qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
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qtexport->frameAttributes = [
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NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
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QTAddImageCodecType,
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[NSNumber numberWithLong:codecHighQuality],
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QTAddImageCodecQuality,
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@@ -1888,7 +1888,7 @@ static int wm_handlers_do(bContext *C, wmEvent *event, ListBase *handlers)
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wmWindow *win = CTX_wm_window(C);
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/* eventstate stores if previous event was a KM_PRESS, in case that
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wasn't handled, the KM_RELEASE will become a KM_CLICK */
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* wasn't handled, the KM_RELEASE will become a KM_CLICK */
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if (win && event->val == KM_PRESS) {
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win->eventstate->check_click = TRUE;
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@@ -196,33 +196,30 @@ bool SCA_RandomActuator::Update()
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*/
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tmpval = new CFloatValue(m_parameter1);
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} else {
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/*
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070301 - nzc
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Now, with seed != 0, we will most assuredly get some
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sensible values. The termination condition states two
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things:
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1. s >= 0 is not allowed: to prevent the distro from
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getting a bias towards high values. This is a small
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correction, really, and might also be left out.
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2. s == 0 is not allowed: to prevent a division by zero
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when renormalising the drawn value to the desired
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distribution shape. As a side effect, the distro will
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never yield the exact mean.
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I am not sure whether this is consistent, since the error
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cause by #2 is of the same magnitude as the one
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prevented by #1. The error introduced into the SD will be
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improved, though. By how much? Hard to say... If you like
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the maths, feel free to analyse. Be aware that this is
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one of the really old standard algorithms. I think the
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original came in Fortran, was translated to Pascal, and
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then someone came up with the C code. My guess it that
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this will be quite sufficient here.
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}
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else {
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/* 070301 - nzc
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* Now, with seed != 0, we will most assuredly get some
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* sensible values. The termination condition states two
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* things:
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* 1. s >= 0 is not allowed: to prevent the distro from
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* getting a bias towards high values. This is a small
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* correction, really, and might also be left out.
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* 2. s == 0 is not allowed: to prevent a division by zero
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* when renormalising the drawn value to the desired
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* distribution shape. As a side effect, the distro will
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* never yield the exact mean.
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* I am not sure whether this is consistent, since the error
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* cause by #2 is of the same magnitude as the one
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* prevented by #1. The error introduced into the SD will be
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* improved, though. By how much? Hard to say... If you like
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* the maths, feel free to analyse. Be aware that this is
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* one of the really old standard algorithms. I think the
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* original came in Fortran, was translated to Pascal, and
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* then someone came up with the C code. My guess it that
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* this will be quite sufficient here.
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*/
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do
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{
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do {
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x = 2.0 * m_base->DrawFloat() - 1.0;
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y = 2.0 * m_base->DrawFloat() - 1.0;
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s = x*x + y*y;
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@@ -168,8 +168,8 @@ void KX_BlenderMaterial::InitTextures()
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spit("unable to initialize image("<<i<<") in "<<
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mMaterial->matname<< ", image will not be available");
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}
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// If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
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// However, if we're using a custom shader, then we still need to load the textures ourselves.
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/* If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
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* However, if we're using a custom shader, then we still need to load the textures ourselves. */
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else if (!mMaterial->glslmat || mShader) {
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if ( mMaterial->img[i] ) {
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if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
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