Cleanup: style/spelling
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@@ -785,8 +785,8 @@ static void long_edge_queue_face_add(
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const float len_sq = BM_edge_calc_length_squared(l_iter->e);
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if (len_sq > eq_ctx->q->limit_len_squared) {
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long_edge_queue_edge_add_recursive(
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eq_ctx, l_iter->radial_next, l_iter,
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len_sq, eq_ctx->q->limit_len);
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eq_ctx, l_iter->radial_next, l_iter,
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len_sq, eq_ctx->q->limit_len);
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}
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#else
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long_edge_queue_edge_add(eq_ctx, l_iter->e);
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@@ -646,7 +646,7 @@ static void parallel_range_func(
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* \param range_threshold Minimum size of processed range to start using tasks
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* (below this, loop is done in main thread only).
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* \param use_dynamic_scheduling If \a true, the whole range is divided in a lot of small chunks (of size 32 currently),
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* otehrwise whole range is split in a few big chunks (num_threads * 2 chunks currently).
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* otherwise whole range is split in a few big chunks (num_threads * 2 chunks currently).
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*/
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void BLI_task_parallel_range_ex(
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int start, int stop,
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@@ -933,8 +933,8 @@ void bmo_create_cone_exec(BMesh *bm, BMOperator *op)
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*
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* \param bm The BMesh to operate on.
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* \param mat The transform matrix applied to the created cone/cylinder.
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* \param radius_top The size of the top end of the cone/cylynder.
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* \param radius_bottom The size of the bottom end of the cone/cylynder.
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* \param radius_top The size of the top end of the cone/cylinder.
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* \param radius_bottom The size of the bottom end of the cone/cylinder.
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* \param segments The number of subdivisions in the sides of the cone/cylinder.
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* \param cap_ends Whether the ends of the cone/cylinder are filled or not.
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* \param oflag The flag to check faces with.
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@@ -859,10 +859,11 @@ static void raycast_callback(void *userdata,
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if (
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#ifdef USE_KDOPBVH_WATERTIGHT
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isect_ray_tri_watertight_v3(ray->origin, &isect_precalc_x, v0, v1, v2, &dist, NULL))
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isect_ray_tri_watertight_v3(ray->origin, &isect_precalc_x, v0, v1, v2, &dist, NULL)
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#else
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isect_ray_tri_epsilon_v3(ray->origin, ray->direction, v0, v1, v2, &dist, NULL, FLT_EPSILON))
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isect_ray_tri_epsilon_v3(ray->origin, ray->direction, v0, v1, v2, &dist, NULL, FLT_EPSILON)
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#endif
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)
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{
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if (dist >= 0.0f) {
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#ifdef USE_DUMP
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@@ -1516,7 +1517,7 @@ bool BM_mesh_intersect(
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#endif /* USE_SEPARATE */
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if ((boolean_mode != BMESH_ISECT_BOOLEAN_NONE)) {
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BVHTree *tree_pair[2] = {tree_a, tree_b};
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BVHTree *tree_pair[2] = {tree_a, tree_b};
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/* group vars */
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int *groups_array;
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@@ -1292,8 +1292,8 @@ static int outliner_lib_operation_exec(bContext *C, wmOperator *op)
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outliner_do_libdata_operation(C, scene, soops, &soops->tree, lib_delete_cb);
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WM_event_add_notifier(C, NC_ID | NA_EDITED, NULL);
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/* Note: no undo possible here really, not 100% sure why... Probably because of library optimisations
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* in undo/redo process? */
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/* Note: no undo possible here really, not 100% sure why...
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* Probably because of library optimizations in undo/redo process? */
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/* ED_undo_push(C, "Rename"); */
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break;
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}
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@@ -1174,14 +1174,14 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
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if (glsl || picking) {
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/* draw glsl or solid */
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dm->drawMappedFacesMat(dm,
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tex_mat_set_material_cb,
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set_face_cb, &data);
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tex_mat_set_material_cb,
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set_face_cb, &data);
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}
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else {
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/* draw textured */
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dm->drawMappedFacesMat(dm,
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tex_mat_set_texture_cb,
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set_face_cb, &data);
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tex_mat_set_texture_cb,
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set_face_cb, &data);
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}
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GPU_end_object_materials();
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@@ -201,7 +201,8 @@ static DerivedMesh *applyModifier_bmesh(
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DM_to_bmesh_ex(dm_other, bm, true);
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DM_to_bmesh_ex(dm, bm, true);
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if (1) {
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/* main bmesh intersection setup */
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{
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/* create tessface & intersect */
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const int looptris_tot = poly_to_tri_count(bm->totface, bm->totloop);
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int tottri;
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