Cleanup: warnings & spelling
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@@ -197,7 +197,7 @@ class CameraIntrinsics {
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double *normalized_x,
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double *normalized_x,
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double *normalized_y) const = 0;
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double *normalized_y) const = 0;
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// Distort an image using the current camera instrinsics
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// Distort an image using the current camera intrinsics
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//
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//
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// The distorted image is computed in output_buffer using samples from
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// The distorted image is computed in output_buffer using samples from
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// input_buffer. Both buffers should be width x height x channels sized.
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// input_buffer. Both buffers should be width x height x channels sized.
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@@ -226,7 +226,7 @@ class CameraIntrinsics {
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int channels,
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int channels,
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PixelType *output_buffer);
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PixelType *output_buffer);
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// Undistort an image using the current camera instrinsics
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// Undistort an image using the current camera intrinsics
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//
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//
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// The undistorted image is computed in output_buffer using samples from
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// The undistorted image is computed in output_buffer using samples from
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// input_buffer. Both buffers should be width x height x channels sized.
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// input_buffer. Both buffers should be width x height x channels sized.
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@@ -19,7 +19,7 @@ struct QBVHStackItem {
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float dist;
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float dist;
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};
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};
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/* TOOD(sergey): Investigate if using instrinsics helps for both
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/* TOOD(sergey): Investigate if using intrinsics helps for both
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* stack item swap and float comparison.
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* stack item swap and float comparison.
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*/
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*/
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ccl_device_inline void qbvh_item_swap(QBVHStackItem *__restrict a,
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ccl_device_inline void qbvh_item_swap(QBVHStackItem *__restrict a,
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@@ -631,7 +631,7 @@ void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<b
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void ShaderGraph::clean(Scene *scene)
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void ShaderGraph::clean(Scene *scene)
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{
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{
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/* Graph simplification:
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/* Graph simplification:
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* 1: Remove unnecesarry nodes
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* 1: Remove unnecessary nodes
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* 2: Constant folding
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* 2: Constant folding
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* 3: Simplification
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* 3: Simplification
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* 4: De-duplication
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* 4: De-duplication
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@@ -247,7 +247,7 @@ ccl_device float fast_sinpif(float x)
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* The basic idea of this approximation starts with the coarse approximation:
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* The basic idea of this approximation starts with the coarse approximation:
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* sin(pi*x) ~= f(x) = 4 * (x - x * abs(x))
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* sin(pi*x) ~= f(x) = 4 * (x - x * abs(x))
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*
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*
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* This approximation always _over_ estimates the target. On the otherhand,
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* This approximation always _over_ estimates the target. On the other hand,
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* the curve:
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* the curve:
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* sin(pi*x) ~= f(x) * abs(f(x)) / 4
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* sin(pi*x) ~= f(x) * abs(f(x)) / 4
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*
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*
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@@ -316,10 +316,10 @@ static float facetag_cut_cost(BMFace *f_a, BMFace *f_b, BMEdge *e)
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float ix_e[3], ix_f[3], f;
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float ix_e[3], ix_f[3], f;
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isect_line_line_v3(e->v1->co, e->v2->co, f_a_cent, f_b_cent, ix_e, ix_f);
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isect_line_line_v3(e->v1->co, e->v2->co, f_a_cent, f_b_cent, ix_e, ix_f);
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f = line_point_factor_v3(ix_e, e->v1->co, e->v2->co);
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f = line_point_factor_v3(ix_e, e->v1->co, e->v2->co);
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if (f < 0.0) {
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if (f < 0.0f) {
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copy_v3_v3(e_cent, e->v1->co);
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copy_v3_v3(e_cent, e->v1->co);
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}
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}
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else if (f > 1.0) {
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else if (f > 1.0f) {
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copy_v3_v3(e_cent, e->v2->co);
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copy_v3_v3(e_cent, e->v2->co);
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}
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}
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else {
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else {
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@@ -136,7 +136,7 @@ static void get_vert2geom_distance(int numVerts, float (*v_cos)[3],
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DerivedMesh *target, const SpaceTransform *loc2trgt)
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DerivedMesh *target, const SpaceTransform *loc2trgt)
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{
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{
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Vert2GeomData data = {0};
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Vert2GeomData data = {0};
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Vert2GeomDataChunk data_chunk = {0};
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Vert2GeomDataChunk data_chunk = {{{0}}};
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BVHTreeFromMesh treeData_v = {NULL};
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BVHTreeFromMesh treeData_v = {NULL};
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BVHTreeFromMesh treeData_e = {NULL};
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BVHTreeFromMesh treeData_e = {NULL};
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