Fixed some whitespace indentation I found while looking at something else.

Kent
This commit is contained in:
Kent Mein
2008-01-17 21:25:25 +00:00
parent 8cdfe865ec
commit e7bcdfa7af

View File

@@ -694,13 +694,13 @@ static int node_shader_buts_geometry(uiBlock *block, bNodeTree *ntree, bNode *no
NodeGeometry *ngeo= (NodeGeometry*)node->storage;
if(!verify_valid_uv_name(ngeo->uvname))
uiBlockSetCol(block, TH_REDALERT);
uiBlockSetCol(block, TH_REDALERT);
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");
uiButSetCompleteFunc(but, autocomplete_uv, NULL);
uiBlockSetCol(block, TH_AUTO);
if(!verify_valid_vcol_name(ngeo->colname))
uiBlockSetCol(block, TH_REDALERT);
uiBlockSetCol(block, TH_REDALERT);
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");
uiButSetCompleteFunc(but, autocomplete_vcol, NULL);
uiBlockSetCol(block, TH_AUTO);
@@ -1663,7 +1663,7 @@ static int node_composit_buts_color_spill(uiBlock *block, bNodeTree *ntree, bNod
uiBlockEndAlign(block);
}
return 60;
}
}
static int node_composit_buts_chroma_matte(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
{
@@ -1945,7 +1945,7 @@ static void node_composit_set_butfunc(bNodeType *ntype)
break;
case CMP_NODE_CROP:
ntype->butfunc= node_composit_buts_crop;
break;
break;
case CMP_NODE_BLUR:
ntype->butfunc= node_composit_buts_blur;
break;
@@ -2169,39 +2169,39 @@ static void draw_nodespace_back_tex(ScrArea *sa, SpaceNode *snode)
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
if(ibuf) {
int x, y;
float zoom = 1.0;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float zoom = 1.0;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&sa->winrct);
if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
float zoomx, zoomy;
zoomx= (float)sa->winx/ibuf->x;
zoomy= (float)sa->winy/ibuf->y;
zoom = MIN2(zoomx, zoomy);
}
if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
float zoomx, zoomy;
zoomx= (float)sa->winx/ibuf->x;
zoomy= (float)sa->winy/ibuf->y;
zoom = MIN2(zoomx, zoomy);
}
x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
y = (sa->winy-zoom*ibuf->y)/2 + snode->yof;
glPixelZoom(zoom, zoom);
glPixelZoom(zoom, zoom);
glColor4f(1.0, 1.0, 1.0, 1.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
if(ibuf->rect)
glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
else if(ibuf->channels==4)
glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
glPixelZoom(1.0, 1.0);
glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPixelZoom(1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
}
}