code cleanup: removed/renamed shadow & duplicate variable definitions.

This commit is contained in:
Campbell Barton
2012-06-09 18:20:40 +00:00
parent 43361487ba
commit c6cffe98fa
9 changed files with 43 additions and 48 deletions

View File

@@ -248,19 +248,19 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de
void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
{
TriangleDice::SubPatch sub;
TriangleDice::EdgeFactors ef;
TriangleDice::SubPatch sub_split;
TriangleDice::EdgeFactors ef_split;
sub.patch = patch;
sub.Pu = make_float2(1.0f, 0.0f);
sub.Pv = make_float2(0.0f, 1.0f);
sub.Pw = make_float2(0.0f, 0.0f);
sub_split.patch = patch;
sub_split.Pu = make_float2(1.0f, 0.0f);
sub_split.Pv = make_float2(0.0f, 1.0f);
sub_split.Pw = make_float2(0.0f, 0.0f);
ef.tu = T(patch, sub.Pv, sub.Pw);
ef.tv = T(patch, sub.Pw, sub.Pu);
ef.tw = T(patch, sub.Pu, sub.Pv);
ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw);
ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu);
ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv);
split(sub, ef);
split(sub_split, ef_split);
TriangleDice dice(mesh, shader, smooth, dicing_rate);
dice.camera = camera;
@@ -286,21 +286,21 @@ void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth
void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
{
QuadDice::SubPatch sub;
QuadDice::EdgeFactors ef;
QuadDice::SubPatch sub_split;
QuadDice::EdgeFactors ef_split;
sub.patch = patch;
sub.P00 = make_float2(0.0f, 0.0f);
sub.P10 = make_float2(1.0f, 0.0f);
sub.P01 = make_float2(0.0f, 1.0f);
sub.P11 = make_float2(1.0f, 1.0f);
sub_split.patch = patch;
sub_split.P00 = make_float2(0.0f, 0.0f);
sub_split.P10 = make_float2(1.0f, 0.0f);
sub_split.P01 = make_float2(0.0f, 1.0f);
sub_split.P11 = make_float2(1.0f, 1.0f);
ef.tu0 = T(patch, sub.P00, sub.P10);
ef.tu1 = T(patch, sub.P01, sub.P11);
ef.tv0 = T(patch, sub.P00, sub.P01);
ef.tv1 = T(patch, sub.P10, sub.P11);
ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
split(sub, ef);
split(sub_split, ef_split);
QuadDice dice(mesh, shader, smooth, dicing_rate);
dice.camera = camera;