fixed whitespace

This commit is contained in:
CJ AYHO 2013-08-14 11:54:36 +03:00
parent f8443fbf27
commit 7c5afe4ff4

View file

@ -25,6 +25,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/RenderWorld_local.h"
@ -32,7 +33,7 @@ If you have questions concerning this license or the applicable additional terms
// Compute conservative shadow bounds as the intersection
// of the object's bounds' shadow volume and the light's bounds.
//
//
// --cass
@ -95,10 +96,10 @@ idVec4 compute_homogeneous_plane(idVec4 a, idVec4 b, idVec4 c)
idVec3 vb = homogeneous_difference(a, b);
idVec3 vc = homogeneous_difference(a, c);
idVec3 n = vb.Cross(vc);
n.Normalize();
v.x = n.x;
v.y = n.y;
v.z = n.z;
@ -187,7 +188,7 @@ struct polyhedron
fprintf(stderr,"why am I here?\n");
}
}
if( found )
if( found )
break;
}
}
@ -216,16 +217,15 @@ struct polyhedron
polyhedron PolyhedronFromBounds( const idBounds & b )
{
// 3----------2
// |\ /|
// | \ / |
// | 7--6 |
// | | | |
// | 4--5 |
// | / \ |
// | / \ |
// 0----------1
//
// 3----------2
// |\ /|
// | \ / |
// | 7--6 |
// | | | |
// | 4--5 |
// | / \ |
// | / \ |
// 0----------1
static polyhedron p;
@ -398,7 +398,7 @@ void clip_segments(const polyhedron & ph, MySegments & is, MySegments & os)
code |= 1;
switch ( code )
switch ( code )
{
case 3:
discard = true;
@ -469,7 +469,7 @@ void world_to_hclip( const viewDef_t *viewDef, const idVec4 &global, idVec4 &cli
idVec4 view;
for ( i = 0 ; i < 4 ; i ++ ) {
view[i] =
view[i] =
global[0] * viewDef->worldSpace.modelViewMatrix[ i + 0 * 4 ] +
global[1] * viewDef->worldSpace.modelViewMatrix[ i + 1 * 4 ] +
global[2] * viewDef->worldSpace.modelViewMatrix[ i + 2 * 4 ] +
@ -478,7 +478,7 @@ void world_to_hclip( const viewDef_t *viewDef, const idVec4 &global, idVec4 &cli
for ( i = 0 ; i < 4 ; i ++ ) {
clip[i] =
clip[i] =
view[0] * viewDef->projectionMatrix[ i + 0 * 4 ] +
view[1] * viewDef->projectionMatrix[ i + 1 * 4 ] +
view[2] * viewDef->projectionMatrix[ i + 2 * 4 ] +
@ -538,7 +538,7 @@ idScreenRect R_CalcIntersectionScissor( const idRenderLightLocal * lightDef,
// clip them by the shadow volume
clip_segments(sv, in_segs, out_segs);
// debug //
// debug //
if ( r_useInteractionScissors.GetInteger() == -2 ) {
draw_segments( viewDef, out_segs, colorGreen );
}