[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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