Revision: 42691
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42691
Author:   psy-fi
Date:     2011-12-17 15:05:35 +0000 (Sat, 17 Dec 2011)
Log Message:
-----------
small changes from review remarks no. 2

Modified Paths:
--------------
    branches/soc-2011-onion-uv-tools/source/blender/gpu/intern/gpu_draw.c

Modified: branches/soc-2011-onion-uv-tools/source/blender/gpu/intern/gpu_draw.c
===================================================================
--- branches/soc-2011-onion-uv-tools/source/blender/gpu/intern/gpu_draw.c       
2011-12-17 14:23:38 UTC (rev 42690)
+++ branches/soc-2011-onion-uv-tools/source/blender/gpu/intern/gpu_draw.c       
2011-12-17 15:05:35 UTC (rev 42691)
@@ -414,9 +414,9 @@
        unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
        float *frectrow, *ftilerectrow, *ftilerect= NULL;
        float *frect = NULL, *fscalerect = NULL;
-       float *color_corrected_frect = NULL;
+       float *srgb_frect = NULL;
        short texwindx, texwindy, texwinsx, texwinsy;
-       /*flag to determine whether high resolution format is used*/
+       /* flag to determine whether high resolution format is used */
        int useHighPrecisionTex = FALSE, doColorConversion = FALSE;
 
        /* initialize tile mode and number of repeats */
@@ -470,8 +470,8 @@
        if (ibuf->rect_float){
                if(U.high_bit_depth_tex)
                {
-                       /*Use high precision textures. This is relatively 
harmless because OpenGL gives us
-                       a high precision format only if it is available*/
+                       /* Use high precision textures. This is relatively 
harmless because OpenGL gives us
+                          a high precision format only if it is available */
                        useHighPrecisionTex = TRUE;
                }
                if(ibuf->profile == IB_PROFILE_LINEAR_RGB){
@@ -519,9 +519,9 @@
                        if(useHighPrecisionTex){
                                /* We may also need a color corrected float 
image. Dithering will not apply since it's high precision */
                                if(doColorConversion){
-                                       color_corrected_frect = 
MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor");
-                                       
IMB_float_color_corrected_from_float_rect(ibuf, color_corrected_frect);
-                                       frect= color_corrected_frect + 
texwinsy*ibuf->x + texwinsx;
+                                       srgb_frect = 
MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor");
+                                       
IMB_float_color_corrected_from_float_rect(ibuf, srgb_frect);
+                                       frect= srgb_frect + texwinsy*ibuf->x + 
texwinsx;
                                }else{
                                        frect= ibuf->rect_float + 
texwinsy*ibuf->x + texwinsx;
                                }
@@ -541,8 +541,8 @@
                        if(useHighPrecisionTex){
                                /* We may also need a color corrected float 
image. Dithering will not apply since it's high precision */
                                if(doColorConversion){
-                                       frect = color_corrected_frect = 
MEM_mallocN(ibuf->x*ibuf->y*sizeof(*color_corrected_frect)*4, 
"floar_buf_col_cor");
-                                       
IMB_float_color_corrected_from_float_rect(ibuf, color_corrected_frect);
+                                       frect = srgb_frect = 
MEM_mallocN(ibuf->x*ibuf->y*sizeof(*srgb_frect)*4, "floar_buf_col_cor");
+                                       
IMB_float_color_corrected_from_float_rect(ibuf, srgb_frect);
                                }else{
                                        frect= ibuf->rect_float;
                                }
@@ -587,7 +587,7 @@
        }
 
        /* scale if not a power of two. This is not strictly necessary for 
newer 
-       GPUs (OpenGL version >= 2.0)since they support 
non-power-of-two-textures */
+          GPUs (OpenGL version >= 2.0)since they support 
non-power-of-two-textures */
        if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
                rectw= smaller_pow2_limit(rectw);
                recth= smaller_pow2_limit(recth);
@@ -617,7 +617,7 @@
                if(useHighPrecisionTex)
                        glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA16,  rectw, 
recth, 0, GL_RGBA, GL_FLOAT, frect);                 
                else
-               glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, 
GL_RGBA, GL_UNSIGNED_BYTE, rect);
+                       glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 
0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
GL_LINEAR);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
gpu_get_mipmap_filter(1));
        }
@@ -625,7 +625,7 @@
                if(useHighPrecisionTex)
                        gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, 
recth, GL_RGBA, GL_FLOAT, frect);
                else
-               gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, 
GL_RGBA, GL_UNSIGNED_BYTE, rect);
+                       gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, 
GL_RGBA, GL_UNSIGNED_BYTE, rect);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
gpu_get_mipmap_filter(0));
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
gpu_get_mipmap_filter(1));
 
@@ -646,8 +646,8 @@
                MEM_freeN(scalerect);
        if (fscalerect)
                MEM_freeN(fscalerect);
-       if(color_corrected_frect)
-               MEM_freeN(color_corrected_frect);
+       if(srgb_frect)
+               MEM_freeN(srgb_frect);
        return *bind;
 }
 
@@ -792,7 +792,7 @@
                                GL_FLOAT, ibuf->rect_float);
                }else{
                        glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
-                                       GL_UNSIGNED_BYTE, ibuf->rect);
+                               GL_UNSIGNED_BYTE, ibuf->rect);
                }
 
                glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);

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