Fixed some whitespace indentation I found while looking at something else.
Kent
This commit is contained in:
@@ -694,13 +694,13 @@ static int node_shader_buts_geometry(uiBlock *block, bNodeTree *ntree, bNode *no
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NodeGeometry *ngeo= (NodeGeometry*)node->storage;
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if(!verify_valid_uv_name(ngeo->uvname))
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uiBlockSetCol(block, TH_REDALERT);
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uiBlockSetCol(block, TH_REDALERT);
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but= uiDefBut(block, TEX, B_NODE_EXEC+node->nr, "UV:", butr->xmin, butr->ymin+20, butr->xmax-butr->xmin, 20, ngeo->uvname, 0, 31, 0, 0, "Set name of UV layer to use, default is active UV layer");
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uiButSetCompleteFunc(but, autocomplete_uv, NULL);
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uiBlockSetCol(block, TH_AUTO);
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if(!verify_valid_vcol_name(ngeo->colname))
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uiBlockSetCol(block, TH_REDALERT);
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uiBlockSetCol(block, TH_REDALERT);
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but= uiDefBut(block, TEX, B_NODE_EXEC+node->nr, "Col:", butr->xmin, butr->ymin, butr->xmax-butr->xmin, 20, ngeo->colname, 0, 31, 0, 0, "Set name of vertex color layer to use, default is active vertex color layer");
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uiButSetCompleteFunc(but, autocomplete_vcol, NULL);
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uiBlockSetCol(block, TH_AUTO);
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@@ -1663,7 +1663,7 @@ static int node_composit_buts_color_spill(uiBlock *block, bNodeTree *ntree, bNod
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uiBlockEndAlign(block);
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}
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return 60;
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}
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}
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static int node_composit_buts_chroma_matte(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
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{
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@@ -1945,7 +1945,7 @@ static void node_composit_set_butfunc(bNodeType *ntype)
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break;
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case CMP_NODE_CROP:
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ntype->butfunc= node_composit_buts_crop;
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break;
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break;
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case CMP_NODE_BLUR:
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ntype->butfunc= node_composit_buts_blur;
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break;
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@@ -2169,39 +2169,39 @@ static void draw_nodespace_back_tex(ScrArea *sa, SpaceNode *snode)
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ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
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if(ibuf) {
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int x, y;
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float zoom = 1.0;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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float zoom = 1.0;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glaDefine2DArea(&sa->winrct);
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if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
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float zoomx, zoomy;
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zoomx= (float)sa->winx/ibuf->x;
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zoomy= (float)sa->winy/ibuf->y;
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zoom = MIN2(zoomx, zoomy);
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}
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if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
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float zoomx, zoomy;
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zoomx= (float)sa->winx/ibuf->x;
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zoomy= (float)sa->winy/ibuf->y;
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zoom = MIN2(zoomx, zoomy);
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}
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x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
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x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
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y = (sa->winy-zoom*ibuf->y)/2 + snode->yof;
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glPixelZoom(zoom, zoom);
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glPixelZoom(zoom, zoom);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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if(ibuf->rect)
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glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
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glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
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else if(ibuf->channels==4)
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glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
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glPixelZoom(1.0, 1.0);
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glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPixelZoom(1.0, 1.0);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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}
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}
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