fix formatting
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@@ -429,7 +429,7 @@ void AddPointToBounds( const Vector3& v, Vector3& mins, Vector3& maxs ){
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int i;
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float val;
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for ( i = 0 ; i < 3 ; i++ )
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for ( i = 0; i < 3; i++ )
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{
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val = v[i];
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if ( val < mins[i] ) {
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@@ -564,7 +564,7 @@ void EmitBrushPrimitTextureCoordinates( face_t * f, Winding * w ){
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ConvertTexMatWithQTexture( &f->brushprimit_texdef, 0, &f->brushprimit_texdef, f->pShader->getTexture() );
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}
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int i;
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for ( i = 0 ; i < w.numpoints ; i++ )
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for ( i = 0; i < w.numpoints; i++ )
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{
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x = vector3_dot( w.point_at( i ),texX );
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y = vector3_dot( w.point_at( i ),texY );
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@@ -842,14 +842,14 @@ void TextureLockTransformation_BrushPrimit( face_t *f ){
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}
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else
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{
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for ( j = 0 ; j < 3 ; j++ )
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for ( j = 0; j < 3; j++ )
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rOrig[j] = vector3_dot( vector3_subtracted( Orig, txl_origin ), txl_matrix[j] ) + txl_origin[j];
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for ( j = 0 ; j < 3 ; j++ )
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for ( j = 0; j < 3; j++ )
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rvecS[j] = vector3_dot( vector3_subtracted( texS, txl_origin ), txl_matrix[j] ) + txl_origin[j];
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for ( j = 0 ; j < 3 ; j++ )
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for ( j = 0; j < 3; j++ )
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rvecT[j] = vector3_dot( vector3_subtracted( texT, txl_origin ), txl_matrix[j] ) + txl_origin[j];
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// we also need the axis base of the target plane, apply the transformation matrix to the normal too..
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for ( j = 0 ; j < 3 ; j++ )
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for ( j = 0; j < 3; j++ )
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rNormal[j] = vector3_dot( f->plane.normal, txl_matrix[j] );
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}
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@@ -1103,7 +1103,7 @@ void BPTexdef_Rotate( brushprimit_texdef_t& bp_td, float angle ){
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const float y1 = bp_td.coords[1][1];
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const float s = sin( degrees_to_radians( -angle ) );
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const float c = cos( degrees_to_radians( -angle ) );
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bp_td.coords[0][0] = x * c - y * s ;
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bp_td.coords[0][0] = x * c - y * s;
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bp_td.coords[0][1] = x * s + y * c;
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bp_td.coords[1][0] = x1 * c - y1 * s;
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bp_td.coords[1][1] = x1 * s + y1 * c;
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