[Bf-blender-cvs] [b7117b5728f] master: Cleanup: avoid returning a bit-flag as a float

Campbell Barton noreply at git.blender.org
Fri May 1 06:24:41 CEST 2020


Commit: b7117b5728f9d52f36ee2443ffc446c2b9ff6006
Author: Campbell Barton
Date:   Fri May 1 14:19:04 2020 +1000
Branches: master
https://developer.blender.org/rBb7117b5728f9d52f36ee2443ffc446c2b9ff6006

Cleanup: avoid returning a bit-flag as a float

Texture functions were returning a float which was cast back to an int
to use as a flag.

===================================================================

M	source/blender/render/intern/source/render_texture.c

===================================================================

diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index 123d384bed6..12edc0a028b 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -533,7 +533,7 @@ static int stucci(Tex *tex, const float texvec[3], TexResult *texres)
 /* ------------------------------------------------------------------------- */
 /* newnoise: musgrave terrain noise types */
 
-static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres)
+static int mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres)
 {
   int rv = TEX_INT;
   float (*mgravefunc)(float, float, float, float, float, float, int);
@@ -588,7 +588,7 @@ static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *tex
   return rv;
 }
 
-static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres)
+static int mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres)
 {
   int rv = TEX_INT;
   float (*mgravefunc)(float, float, float, float, float, float, float, float, int);
@@ -651,7 +651,7 @@ static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *
   return rv;
 }
 
-static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
+static int mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
 {
   int rv = TEX_INT;
 
@@ -702,7 +702,7 @@ static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
   return rv;
 }
 
-static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
+static int mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
 {
   int rv = TEX_INT;
 
@@ -747,7 +747,7 @@ static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
  * probably the slowest, especially with minkovsky, bumpmapping, could be done another way.
  */
 
-static float voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
+static int voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
 {
   int rv = TEX_INT;
   float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbors */



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