Revision: 56252
          http://sourceforge.net/p/brlcad/code/56252
Author:   brlcad
Date:     2013-07-27 04:04:49 +0000 (Sat, 27 Jul 2013)
Log Message:
-----------
ws cleanup for the rest of this directory

Modified Paths:
--------------
    brlcad/trunk/src/adrt/librender/camera.c
    brlcad/trunk/src/adrt/librender/camera.h
    brlcad/trunk/src/adrt/librender/component.c
    brlcad/trunk/src/adrt/librender/cut.c
    brlcad/trunk/src/adrt/librender/depth.c
    brlcad/trunk/src/adrt/librender/flat.c
    brlcad/trunk/src/adrt/librender/flos.c
    brlcad/trunk/src/adrt/librender/grid.c
    brlcad/trunk/src/adrt/librender/hit.c
    brlcad/trunk/src/adrt/librender/normal.c
    brlcad/trunk/src/adrt/librender/path.c
    brlcad/trunk/src/adrt/librender/phong.c
    brlcad/trunk/src/adrt/librender/render_util.c
    brlcad/trunk/src/adrt/librender/spall.c
    brlcad/trunk/src/adrt/librender/surfel.c
    brlcad/trunk/src/adrt/librender/texture.h
    brlcad/trunk/src/adrt/librender/texture_blend.c
    brlcad/trunk/src/adrt/librender/texture_bump.c
    brlcad/trunk/src/adrt/librender/texture_camo.c
    brlcad/trunk/src/adrt/librender/texture_checker.c
    brlcad/trunk/src/adrt/librender/texture_clouds.c
    brlcad/trunk/src/adrt/librender/texture_gradient.c
    brlcad/trunk/src/adrt/librender/texture_image.c
    brlcad/trunk/src/adrt/librender/texture_internal.h
    brlcad/trunk/src/adrt/librender/texture_mix.c
    brlcad/trunk/src/adrt/librender/texture_perlin.c
    brlcad/trunk/src/adrt/librender/texture_stack.c

Modified: brlcad/trunk/src/adrt/librender/camera.c
===================================================================
--- brlcad/trunk/src/adrt/librender/camera.c    2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/camera.c    2013-07-27 04:04:49 UTC (rev 
56252)
@@ -40,12 +40,13 @@
 
 
 struct render_shader_s {
-       const char *name;
-       int (*init)(render_t *, const char *);
-       void *dlh;      /* dynamic library handle */
-       struct render_shader_s *next;
+    const char *name;
+    int (*init)(render_t *, const char *);
+    void *dlh; /* dynamic library handle */
+    struct render_shader_s *next;
 };
 
+
 static struct render_shader_s *shaders = NULL;
 
 void render_camera_render_thread(int cpu, genptr_t ptr);       /* for 
bu_parallel */
@@ -110,49 +111,50 @@
     up[2] = 1;
 
     /* Generate unitized lookector */
-    VSUB2(look,  camera->focus,  camera->pos);
+    VSUB2(look, camera->focus, camera->pos);
     VUNITIZE(look);
 
     /* Make unitized up vector perpendicular to lookector */
     VMOVE(temp, look);
-    angle = VDOT( up,  temp);
-    VSCALE(temp,  temp,  angle);
-    VSUB2(up,  up,  temp);
+    angle = VDOT(up, temp);
+    VSCALE(temp, temp, angle);
+    VSUB2(up, up, temp);
     VUNITIZE(up);
 
     /* Generate a temporary side vector */
-    VCROSS(side,  up,  look);
+    VCROSS(side, up, look);
 
     /* Apply tilt to up vector - negate angle to make positive angles 
clockwise */
     s = sin(-camera->tilt * DEG2RAD);
     c = cos(-camera->tilt * DEG2RAD);
-    VSCALE(up,  up,  c);
-    VSCALE(side,  side,  s);
-    VADD2(up,  up,  side);
+    VSCALE(up, up, c);
+    VSCALE(side, side, s);
+    VADD2(up, up, side);
 
     /* Create final side vector */
-    VCROSS(side,  up,  look);
+    VCROSS(side, up, look);
 
     /* look direction */
     VMOVE(camera->view_list[0].top_l, look);
 
     /* gridsize is millimeters along the horizontal axis to display */
     /* left (side) */
-    VSCALE(temp,  side,  (camera->aspect * camera->gridsize * 0.5));
-    VADD2(camera->view_list[0].pos,  camera->pos,  temp);
+    VSCALE(temp, side, (camera->aspect * camera->gridsize * 0.5));
+    VADD2(camera->view_list[0].pos, camera->pos, temp);
     /* and (up) */
-    VSCALE(temp,  up,  (camera->gridsize * 0.5));
-    VADD2(camera->view_list[0].pos,  camera->view_list[0].pos,  temp);
+    VSCALE(temp, up, (camera->gridsize * 0.5));
+    VADD2(camera->view_list[0].pos, camera->view_list[0].pos, temp);
 
     /* compute step vectors for camera position */
 
     /* X */
-    VSCALE(camera->view_list[0].step_x,  side,  (-camera->gridsize * 
camera->aspect / (tfloat)camera->w));
+    VSCALE(camera->view_list[0].step_x, side, (-camera->gridsize * 
camera->aspect / (tfloat)camera->w));
 
     /* Y */
-    VSCALE(camera->view_list[0].step_y,  up,  (-camera->gridsize / 
(tfloat)camera->h));
+    VSCALE(camera->view_list[0].step_y, up, (-camera->gridsize / 
(tfloat)camera->h));
 }
 
+
 static void
 render_camera_prep_persp(render_camera_t *camera)
 {
@@ -161,7 +163,7 @@
 
 
     /* Generate unitized lookector */
-    VSUB2(look,  camera->focus,  camera->pos);
+    VSUB2(look, camera->focus, camera->pos);
     VUNITIZE(look);
 
     /* Generate standard up vector */
@@ -171,23 +173,23 @@
 
     /* Make unitized up vector perpendicular to lookector */
     VMOVE(temp, look);
-    angle = VDOT(up,  temp);
-    VSCALE(temp,  temp,  angle);
-    VSUB2(up,  up,  temp);
+    angle = VDOT(up, temp);
+    VSCALE(temp, temp, angle);
+    VSUB2(up, up, temp);
     VUNITIZE(up);
 
     /* Generate a temporary side vector */
-    VCROSS(side,  up,  look);
+    VCROSS(side, up, look);
 
     /* Apply tilt to up vector - negate angle to make positive angles 
clockwise */
     s = sin(-camera->tilt * DEG2RAD);
     c = cos(-camera->tilt * DEG2RAD);
-    VSCALE(up,  up,  c);
-    VSCALE(side,  side,  s);
-    VADD2(up,  up,  side);
+    VSCALE(up, up, c);
+    VSCALE(side, side, s);
+    VADD2(up, up, side);
 
     /* Create final side vector */
-    VCROSS(side,  up,  look);
+    VCROSS(side, up, look);
 
     /* Compute sine and cosine terms for field of view */
     s = sin(camera->fov*DEG2RAD);
@@ -217,15 +219,16 @@
     VMOVE(camera->view_list[0].top_l, topl);
 
     /* Generate stepx and stepy vectors for sampling each pixel */
-    VSUB2(camera->view_list[0].step_x,  topr,  topl);
-    VSUB2(camera->view_list[0].step_y,  botl,  topl);
+    VSUB2(camera->view_list[0].step_x, topr, topl);
+    VSUB2(camera->view_list[0].step_y, botl, topl);
 
     /* Divide stepx and stepy by the number of pixels */
-    VSCALE(camera->view_list[0].step_x,  camera->view_list[0].step_x,  1.0 / 
camera->w);
-    VSCALE(camera->view_list[0].step_y,  camera->view_list[0].step_y,  1.0 / 
camera->h);
+    VSCALE(camera->view_list[0].step_x, camera->view_list[0].step_x, 1.0 / 
camera->w);
+    VSCALE(camera->view_list[0].step_y, camera->view_list[0].step_y, 1.0 / 
camera->h);
     return;
 }
 
+
 static void
 render_camera_prep_persp_dof(render_camera_t *camera)
 {
@@ -235,7 +238,7 @@
 
 
     /* Generate unitized lookector */
-    VSUB2(dof_look,  camera->focus,  camera->pos);
+    VSUB2(dof_look, camera->focus, camera->pos);
     VUNITIZE(dof_look);
 
     /* Generate standard up vector */
@@ -245,30 +248,30 @@
 
     /* Make unitized up vector perpendicular to lookector */
     VMOVE(temp, dof_look);
-    angle = VDOT( dof_up,  temp);
-    VSCALE(temp,  temp,  angle);
-    VSUB2(dof_up,  dof_up,  temp);
+    angle = VDOT(dof_up, temp);
+    VSCALE(temp, temp, angle);
+    VSUB2(dof_up, dof_up, temp);
     VUNITIZE(dof_up);
 
     /* Generate a temporary side vector */
-    VCROSS(dof_side,  dof_up,  dof_look);
+    VCROSS(dof_side, dof_up, dof_look);
 
     /* Apply tilt to up vector - negate angle to make positive angles 
clockwise */
     sdof = sin(-camera->tilt * DEG2RAD);
     cdof = cos(-camera->tilt * DEG2RAD);
-    VSCALE(dof_up,  dof_up,  cdof);
-    VSCALE(dof_side,  dof_side,  sdof);
-    VADD2(dof_up,  dof_up,  dof_side);
+    VSCALE(dof_up, dof_up, cdof);
+    VSCALE(dof_side, dof_side, sdof);
+    VADD2(dof_up, dof_up, dof_side);
 
     /* Create final side vector */
-    VCROSS(dof_side,  dof_up,  dof_look);
+    VCROSS(dof_side, dof_up, dof_look);
 
     /*
      * Generate a camera position, top left vector, and step vectors for each 
DOF sample
      */
 
     /* Obtain magnitude of reverse lookector */
-    VSUB2(dof_look,  camera->pos,  camera->focus);
+    VSUB2(dof_look, camera->pos, camera->focus);
     mag = MAGNITUDE(dof_look);
     VUNITIZE(dof_look);
 
@@ -295,24 +298,22 @@
     VUNITIZE(dof_botl);
     VUNITIZE(dof_topr);
 
-    VSUB2(step_x,  dof_topr,  dof_topl);
-    VSUB2(step_y,  dof_botl,  dof_topl);
+    VSUB2(step_x, dof_topr, dof_topl);
+    VSUB2(step_y, dof_botl, dof_topl);
 
-    for (i = 0; i < RENDER_CAMERA_DOF_SAMPLES; i++)
-    {
-       for (n = 0; n < RENDER_CAMERA_DOF_SAMPLES; n++)
-       {
+    for (i = 0; i < RENDER_CAMERA_DOF_SAMPLES; i++) {
+       for (n = 0; n < RENDER_CAMERA_DOF_SAMPLES; n++) {
            /* Generate virtual camera position for this depth of field sample 
*/
-           VSCALE(temp,  step_x,  
((tfloat)i/(tfloat)(RENDER_CAMERA_DOF_SAMPLES-1)));
-           VADD2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  
dof_topl,  temp);
-           VSCALE(temp,  step_y,  
((tfloat)n/(tfloat)(RENDER_CAMERA_DOF_SAMPLES-1)));
-           VADD2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  temp);
+           VSCALE(temp, step_x, 
((tfloat)i/(tfloat)(RENDER_CAMERA_DOF_SAMPLES-1)));
+           VADD2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, 
dof_topl, temp);
+           VSCALE(temp, step_y, 
((tfloat)n/(tfloat)(RENDER_CAMERA_DOF_SAMPLES-1)));
+           VADD2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, 
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, temp);
            VUNITIZE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos);
-           VSCALE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  mag);
-           VADD2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos,  camera->focus);
+           VSCALE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, 
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, mag);
+           VADD2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, 
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos, camera->focus);
 
            /* Generate unitized lookector */
-           VSUB2(look,  camera->focus,  
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos);
+           VSUB2(look, camera->focus, 
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].pos);
            VUNITIZE(look);
 
            /* Generate standard up vector */
@@ -322,23 +323,23 @@
 
            /* Make unitized up vector perpendicular to lookector */
            VMOVE(temp, look);
-           angle = VDOT( up,  temp);
-           VSCALE(temp,  temp,  angle);
-           VSUB2(up,  up,  temp);
+           angle = VDOT(up, temp);
+           VSCALE(temp, temp, angle);
+           VSUB2(up, up, temp);
            VUNITIZE(up);
 
            /* Generate a temporary side vector */
-           VCROSS(side,  up,  look);
+           VCROSS(side, up, look);
 
            /* Apply tilt to up vector - negate angle to make positive angles 
clockwise */
            sfov = sin(-camera->tilt * DEG2RAD);
            cfov = cos(-camera->tilt * DEG2RAD);
-           VSCALE(up,  up,  cfov);
-           VSCALE(side,  side,  sfov);
-           VADD2(up,  up,  side);
+           VSCALE(up, up, cfov);
+           VSCALE(side, side, sfov);
+           VADD2(up, up, side);
 
            /* Create final side vector */
-           VCROSS(side,  up,  look);
+           VCROSS(side, up, look);
 
            /* Compute sine and cosine terms for field of view */
            sfov = sin(camera->fov*DEG2RAD);
@@ -366,16 +367,17 @@
            VMOVE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].top_l, topl);
 
            /* Generate stepx and stepy vectors for sampling each pixel */
-           VSUB2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_x,  
topr,  topl);
-           VSUB2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_y,  
botl,  topl);
+           VSUB2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_x, 
topr, topl);
+           VSUB2(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_y, 
botl, topl);
 
            /* Divide stepx and stepy by the number of pixels */
-           VSCALE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_x,  
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_x,  1.0 / camera->w);
-           VSCALE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_y,  
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_y,  1.0 / camera->h);
+           VSCALE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_x, 
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_x, 1.0 / camera->w);
+           VSCALE(camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_y, 
camera->view_list[i*RENDER_CAMERA_DOF_SAMPLES+n].step_y, 1.0 / camera->h);
        }
     }
 }
 
+
 void
 render_camera_prep(render_camera_t *camera)
 {
@@ -385,14 +387,10 @@
     if (camera->type == RENDER_CAMERA_ORTHOGRAPHIC)
        render_camera_prep_ortho(camera);
 
-    if (camera->type == RENDER_CAMERA_PERSPECTIVE)
-    {
-       if (camera->dof <= 0.0)
-       {
+    if (camera->type == RENDER_CAMERA_PERSPECTIVE) {
+       if (camera->dof <= 0.0) {
            render_camera_prep_persp(camera);
-       }
-       else
-       {
+       } else {
            /* Generate camera positions for depth of field - Handle this 
better */
            camera->view_num = 
RENDER_CAMERA_DOF_SAMPLES*RENDER_CAMERA_DOF_SAMPLES;
            camera->view_list = (render_camera_view_t 
*)bu_malloc(sizeof(render_camera_view_t) * camera->view_num, "camera view");
@@ -422,58 +420,46 @@
     res_ind = 0;
 /* row, vertical */
 /*
-  for (i = td->tile->orig_y; i < td->tile->orig_y + td->tile->size_y; i++)
-  {
+  for (i = td->tile->orig_y; i < td->tile->orig_y + td->tile->size_y; i++) {
 */
-    while (1)
-    {
+    while (1) {
        /* Determine if this scanline should be computed by this thread */
        bu_semaphore_acquire(TIE_SEM_WORKER);
-       if (*td->scanline == td->tile->size_y)
-       {
+       if (*td->scanline == td->tile->size_y) {
            bu_semaphore_release(TIE_SEM_WORKER);
            return;
-       }
-       else
-       {
+       } else {
            scanline = *td->scanline;
            (*td->scanline)++;
        }
        bu_semaphore_release(TIE_SEM_WORKER);
 
        v_scanline = scanline + td->tile->orig_y;
-       if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_24)
-       {
+       if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_24) {
            res_ind = 3*scanline*td->tile->size_x;
-       }
-       else if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_128)
-       {
+       } else if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_128) {
            res_ind = 4*scanline*td->tile->size_x;
        }
 
 
        /* optimization if there is no depth of field being applied */
-       if (td->camera->view_num == 1)
-       {
-           VSCALE(v1,  td->camera->view_list[0].step_y,  v_scanline);
-           VADD2(v1,  v1,  td->camera->view_list[0].top_l);
+       if (td->camera->view_num == 1) {
+           VSCALE(v1, td->camera->view_list[0].step_y, v_scanline);
+           VADD2(v1, v1, td->camera->view_list[0].top_l);
        }
 
 
        /* scanline, horizontal, each pixel */
-       for (n = td->tile->orig_x; n < td->tile->orig_x + td->tile->size_x; n++)
-       {
+       for (n = td->tile->orig_x; n < td->tile->orig_x + td->tile->size_x; 
n++) {
            /* depth of view samples */
-           if (td->camera->view_num > 1)
-           {
+           if (td->camera->view_num > 1) {
                VSET(accum, 0, 0, 0);
 
-               for (d = 0; d < td->camera->view_num; d++)
-               {
-                   VSCALE(ray.dir,  td->camera->view_list[d].step_y,  
v_scanline);
-                   VADD2(ray.dir,  ray.dir,  td->camera->view_list[d].top_l);
-                   VSCALE(v1,  td->camera->view_list[d].step_x,  n);
-                   VADD2(ray.dir,  ray.dir,  v1);
+               for (d = 0; d < td->camera->view_num; d++) {
+                   VSCALE(ray.dir, td->camera->view_list[d].step_y, 
v_scanline);
+                   VADD2(ray.dir, ray.dir, td->camera->view_list[d].top_l);
+                   VSCALE(v1, td->camera->view_list[d].step_x, n);
+                   VADD2(ray.dir, ray.dir, v1);
 
                    VSET(pixel, (tfloat)RENDER_CAMERA_BGR, 
(tfloat)RENDER_CAMERA_BGG, (tfloat)RENDER_CAMERA_BGB);
 
@@ -484,18 +470,15 @@
                    /* Compute pixel value using this ray */
                    td->camera->render.work(&td->camera->render, td->tie, &ray, 
&pixel);
 
-                   VADD2(accum,  accum,  pixel);
+                   VADD2(accum, accum, pixel);
                }
 
                /* Find Mean value of all views */
-               VSCALE(pixel,  accum,  view_inv);
-           }
-           else
-           {
-               if (td->camera->type == RENDER_CAMERA_PERSPECTIVE)
-               {
-                   VSCALE(v2,  td->camera->view_list[0].step_x,  n);
-                   VADD2(ray.dir,  v1,  v2);
+               VSCALE(pixel, accum, view_inv);
+           } else {
+               if (td->camera->type == RENDER_CAMERA_PERSPECTIVE) {
+                   VSCALE(v2, td->camera->view_list[0].step_x, n);
+                   VADD2(ray.dir, v1, v2);
 
                    VSET(pixel, (tfloat)RENDER_CAMERA_BGR, 
(tfloat)RENDER_CAMERA_BGG, (tfloat)RENDER_CAMERA_BGB);
 
@@ -509,10 +492,10 @@
                    VMOVE(ray.pos, td->camera->view_list[0].pos);
                    VMOVE(ray.dir, td->camera->view_list[0].top_l);
 
-                   VSCALE(v1,  td->camera->view_list[0].step_x,  n);
-                   VSCALE(v2,  td->camera->view_list[0].step_y,  v_scanline);
-                   VADD2(ray.pos,  ray.pos,  v1);
-                   VADD2(ray.pos,  ray.pos,  v2);
+                   VSCALE(v1, td->camera->view_list[0].step_x, n);
+                   VSCALE(v2, td->camera->view_list[0].step_y, v_scanline);
+                   VADD2(ray.pos, ray.pos, v1);
+                   VADD2(ray.pos, ray.pos, v2);
 
                    VSET(pixel, (tfloat)RENDER_CAMERA_BGR, 
(tfloat)RENDER_CAMERA_BGG, (tfloat)RENDER_CAMERA_BGB);
                    ray.depth = 0;
@@ -523,8 +506,7 @@
            }
 
 
-           if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_24)
-           {
+           if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_24) {
                if (pixel[0] > 1) pixel[0] = 1;
                if (pixel[1] > 1) pixel[1] = 1;
                if (pixel[2] > 1) pixel[2] = 1;
@@ -532,9 +514,7 @@
                ((char *)(td->res_buf))[res_ind+1] = (unsigned char)(255 * 
pixel[1]);
                ((char *)(td->res_buf))[res_ind+2] = (unsigned char)(255 * 
pixel[2]);
                res_ind += 3;
-           }
-           else if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_128)
-           {
+           } else if (td->tile->format == RENDER_CAMERA_BIT_DEPTH_128) {
                tfloat alpha;
 
                alpha = 1.0;
@@ -562,12 +542,9 @@
     ind = result->ind;
 
     /* Allocate storage for results */
-    if (tile->format == RENDER_CAMERA_BIT_DEPTH_24)
-    {
+    if (tile->format == RENDER_CAMERA_BIT_DEPTH_24) {
        ind += 3 * (unsigned int)tile->size_x * (unsigned int)tile->size_y + 
sizeof(camera_tile_t);
-    }
-    else if (tile->format == RENDER_CAMERA_BIT_DEPTH_128)
-    {
+    } else if (tile->format == RENDER_CAMERA_BIT_DEPTH_128) {
        ind += 4 * sizeof(tfloat) * (unsigned int)tile->size_x * (unsigned 
int)tile->size_y + sizeof(camera_tile_t);
     }
 
@@ -590,6 +567,7 @@
     return;
 }
 
+
 struct render_shader_s *
 render_shader_register(const char *name, int (*init)(render_t *, const char *))
 {
@@ -605,6 +583,7 @@
     return shader;
 }
 
+
 const char *
 render_shader_load_plugin(const char *filename) {
 #ifdef HAVE_DLFCN_H
@@ -630,6 +609,7 @@
 #endif
 }
 
+
 int
 render_shader_unload_plugin(render_t *r, const char *name)
 {
@@ -639,14 +619,14 @@
        t = s->next;
        if(r && r->shader && !bu_strncmp(r->shader, name, 8)) {
            meh = s->next;
-           while( meh ) {
+           while(meh) {
                if(render_shader_init(r, meh->name, NULL) != -1)
                    goto LOADED;
                meh = meh->next;
            }
            bu_exit(-1, "Unable to find suitable shader\n");
        }
-LOADED:
+    LOADED:
 
        if(s->dlh)
            bu_dlclose(s->dlh);
@@ -675,6 +655,7 @@
     return -1;
 }
 
+
 int
 render_shader_init(render_t *r, const char *name, const char *buf)
 {
@@ -691,6 +672,7 @@
     return -1;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/camera.h
===================================================================
--- brlcad/trunk/src/adrt/librender/camera.h    2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/camera.h    2013-07-27 04:04:49 UTC (rev 
56252)
@@ -28,12 +28,12 @@
 #include "adrt.h"
 #include "render.h"
 
-#define        RENDER_CAMERA_DOF_SAMPLES       13
+#define RENDER_CAMERA_DOF_SAMPLES      13
 #define RENDER_CAMERA_PERSPECTIVE      0x0
 #define RENDER_CAMERA_ORTHOGRAPHIC     0x1
-#define        RENDER_CAMERA_BGR               0.00
-#define        RENDER_CAMERA_BGG               0.05
-#define        RENDER_CAMERA_BGB               0.15
+#define RENDER_CAMERA_BGR              0.00
+#define RENDER_CAMERA_BGG              0.05
+#define RENDER_CAMERA_BGB              0.15
 
 #define RENDER_CAMERA_BIT_DEPTH_24     0
 #define RENDER_CAMERA_BIT_DEPTH_128    1

Modified: brlcad/trunk/src/adrt/librender/component.c
===================================================================
--- brlcad/trunk/src/adrt/librender/component.c 2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/component.c 2013-07-27 04:04:49 UTC (rev 
56252)
@@ -33,6 +33,7 @@
     return;
 }
 
+
 static void *
 component_hit(struct tie_ray_s *ray, struct tie_id_s *UNUSED(id), struct 
tie_tri_s *tri, void *UNUSED(ptr))
 {
@@ -42,6 +43,7 @@
     return (mesh->flags & (ADRT_MESH_SELECT|ADRT_MESH_HIT)) ? mesh : NULL;
 }
 
+
 void
 render_component_work(render_t *UNUSED(render), struct tie_s *tie, struct 
tie_ray_s *ray, vect_t *pixel)
 {
@@ -68,6 +70,7 @@
     }
 }
 
+
 int
 render_component_init(render_t *render, const char *UNUSED(usr)) {
     render->work = render_component_work;
@@ -75,6 +78,7 @@
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/cut.c
===================================================================
--- brlcad/trunk/src/adrt/librender/cut.c       2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/cut.c       2013-07-27 04:04:49 UTC (rev 
56252)
@@ -147,7 +147,7 @@
      */
 
     /* flipped normal */
-    dot = fabs(VDOT(ray->dir,  hit.id.norm));
+    dot = fabs(VDOT(ray->dir, hit.id.norm));
 
     if (hit.mesh->flags & (ADRT_MESH_SELECT|ADRT_MESH_HIT)) {
        VSET(color, hit.mesh->flags & ADRT_MESH_HIT ? (tfloat)0.9 : 
(tfloat)0.2, (tfloat)0.2, hit.mesh->flags & ADRT_MESH_SELECT ? (tfloat)0.9 : 
(tfloat)0.2);
@@ -155,9 +155,9 @@
        /* Mix actual color with white 4:1, shade 50% darker */
 #if 0
        VSET(color, 1.0, 1.0, 1.0);
-       VSCALE(color,  color,  3.0);
-       VADD2(color,  color,  hit.mesh->attributes->color);
-       VSCALE(color,  color,  0.125);
+       VSCALE(color, color, 3.0);
+       VADD2(color, color, hit.mesh->attributes->color);
+       VSCALE(color, color, 0.125);
 #else
        VSET(color, (tfloat)0.8, (tfloat)0.8, (tfloat)0.7);
 #endif
@@ -167,16 +167,16 @@
     if (dot < 0) {
 #endif
        /* Shade using inhit */
-       VSCALE((*pixel),  color,  (dot*0.90));
+       VSCALE((*pixel), color, (dot*0.90));
 #if 0
     } else {
        TIE_3 vec;
        fastf_t angle;
        /* shade solid */
-       VSUB2(vec,  ray->pos,  hit.id.pos);
+       VSUB2(vec, ray->pos, hit.id.pos);
        VUNITIZE(vec);
        angle = vec[0]*hit.mod*-hit.plane[0] + vec[1]*-hit.mod*hit.plane[1] + 
vec[2]*-hit.mod*hit.plane[2];
-       VSCALE((*pixel),  color,  (angle*0.90));
+       VSCALE((*pixel), color, (angle*0.90));
     }
 #endif
 
@@ -240,11 +240,11 @@
 
     /* Calculate the normal to be used for the plane */
     VSET(up, 0, 0, 1);
-    VCROSS(d->plane,  ray_dir,  up);
+    VCROSS(d->plane, ray_dir, up);
     VUNITIZE(d->plane);
 
     /* Construct the plane */
-    d->plane[3] = -VDOT(d->plane,  ray_pos); /* up is really new ray_pos */
+    d->plane[3] = -VDOT(d->plane, ray_pos); /* up is really new ray_pos */
 
     /* generate the shtuff for the blue line */
     tie_init(&d->tie, 2, TIE_KDTREE_FAST);

Modified: brlcad/trunk/src/adrt/librender/depth.c
===================================================================
--- brlcad/trunk/src/adrt/librender/depth.c     2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/depth.c     2013-07-27 04:04:49 UTC (rev 
56252)
@@ -31,6 +31,7 @@
     return;
 }
 
+
 void
 render_depth_work(render_t *UNUSED(render), struct tie_s *tie, struct 
tie_ray_s *ray, vect_t *pixel)
 {
@@ -41,6 +42,7 @@
        *pixel[0] = 0.0075 * ray->kdtree_depth;
 }
 
+
 int
 render_depth_init(render_t *render, const char *UNUSED(usr))
 {
@@ -49,6 +51,7 @@
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/flat.c
===================================================================
--- brlcad/trunk/src/adrt/librender/flat.c      2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/flat.c      2013-07-27 04:04:49 UTC (rev 
56252)
@@ -30,6 +30,7 @@
 {
 }
 
+
 void
 render_flat_work(render_t *UNUSED(render), struct tie_s *tie, struct tie_ray_s 
*ray, vect_t *pixel)
 {
@@ -43,6 +44,7 @@
     }
 }
 
+
 int
 render_flat_init(render_t *render, const char *UNUSED(usr))
 {

Modified: brlcad/trunk/src/adrt/librender/flos.c
===================================================================
--- brlcad/trunk/src/adrt/librender/flos.c      2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/flos.c      2013-07-27 04:04:49 UTC (rev 
56252)
@@ -41,6 +41,7 @@
 render_flos_free(render_t *UNUSED(render)) {
 }
 
+
 void
 render_flos_work(render_t *render, struct tie_s *tie, struct tie_ray_s *ray, 
vect_t *pixel) {
     struct tie_id_s id, tid;
@@ -55,24 +56,28 @@
     } else
        return;
 
-    VSUB2(vec,  ray->pos,  id.pos);
+    VSUB2(vec, ray->pos, id.pos);
     VUNITIZE(vec);
-    angle = VDOT( vec,  id.norm);
+    angle = VDOT(vec, id.norm);
 
     /* Determine if direct line of sight to fragment */
     VMOVE(ray->pos, rd->frag_pos);
-    VSUB2(ray->dir,  id.pos,  rd->frag_pos);
+    VSUB2(ray->dir, id.pos, rd->frag_pos);
     VUNITIZE(ray->dir);
 
-    if (tie_work(tie, ray, &tid, render_hit, NULL))
-       if (fabs (id.pos[0] - tid.pos[0]) < TIE_PREC &&
-               fabs (id.pos[1] - tid.pos[1]) < TIE_PREC &&
-               fabs (id.pos[2] - tid.pos[2]) < TIE_PREC)
+    if (tie_work(tie, ray, &tid, render_hit, NULL)) {
+       if (fabs (id.pos[0] - tid.pos[0]) < TIE_PREC
+           && fabs (id.pos[1] - tid.pos[1]) < TIE_PREC
+           && fabs (id.pos[2] - tid.pos[2]) < TIE_PREC)
+       {
            VSET(*pixel, 1.0, 0.0, 0.0);
+       }
+    }
 
     VSCALE(*pixel, *pixel, (0.5+angle*0.5));
 }
 
+
 int
 render_flos_init(render_t *render, const char *frag_pos)
 {
@@ -93,6 +98,7 @@
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/grid.c
===================================================================
--- brlcad/trunk/src/adrt/librender/grid.c      2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/grid.c      2013-07-27 04:04:49 UTC (rev 
56252)
@@ -33,39 +33,41 @@
 {
 }
 
+
 void
 render_grid_work(render_t *UNUSED(render), struct tie_s *tie, struct tie_ray_s 
*ray, vect_t *pixel)
 {
-       struct tie_id_s id;
-       vect_t vec;
-       tfloat angle;
+    struct tie_id_s id;
+    vect_t vec;
+    tfloat angle;
 
 
-       if (tie_work(tie, ray, &id, render_hit, NULL) != NULL) {
-               /* if X or Y lie in the grid paint it white else make it gray */
-               if (fabs(GRID*id.pos[0] - (int)(GRID*id.pos[0])) < 0.2*LINE || 
fabs(GRID*id.pos[1] - (int)(GRID*id.pos[1])) < 0.2*LINE) {
-                       *pixel[0] = (tfloat)0.9;
-                       *pixel[1] = (tfloat)0.9;
-                       *pixel[2] = (tfloat)0.9;
-               } else {
-                       *pixel[0] = (tfloat)0.1;
-                       *pixel[1] = (tfloat)0.1;
-                       *pixel[2] = (tfloat)0.1;
-               }
+    if (tie_work(tie, ray, &id, render_hit, NULL) != NULL) {
+       /* if X or Y lie in the grid paint it white else make it gray */
+       if (fabs(GRID*id.pos[0] - (int)(GRID*id.pos[0])) < 0.2*LINE || 
fabs(GRID*id.pos[1] - (int)(GRID*id.pos[1])) < 0.2*LINE) {
+           *pixel[0] = (tfloat)0.9;
+           *pixel[1] = (tfloat)0.9;
+           *pixel[2] = (tfloat)0.9;
        } else {
-               return;
+           *pixel[0] = (tfloat)0.1;
+           *pixel[1] = (tfloat)0.1;
+           *pixel[2] = (tfloat)0.1;
        }
+    } else {
+       return;
+    }
 
-       VSUB2(vec,  ray->pos,  id.pos);
-       VUNITIZE(vec);
-       angle = VDOT(vec,  id.norm);
-       VSCALE(*pixel, *pixel, (angle*0.9));
+    VSUB2(vec, ray->pos, id.pos);
+    VUNITIZE(vec);
+    angle = VDOT(vec, id.norm);
+    VSCALE(*pixel, *pixel, (angle*0.9));
 
-       *pixel[0] += (tfloat)0.1;
-       *pixel[1] += (tfloat)0.1;
-       *pixel[2] += (tfloat)0.1;
+    *pixel[0] += (tfloat)0.1;
+    *pixel[1] += (tfloat)0.1;
+    *pixel[2] += (tfloat)0.1;
 }
 
+
 int
 render_grid_init(render_t *render, const char *UNUSED(usr))
 {
@@ -74,6 +76,7 @@
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/hit.c
===================================================================
--- brlcad/trunk/src/adrt/librender/hit.c       2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/hit.c       2013-07-27 04:04:49 UTC (rev 
56252)
@@ -24,7 +24,9 @@
 #include "adrt_struct.h"
 
 
-void* render_hit(struct tie_ray_s *ray, struct tie_id_s *id, struct tie_tri_s 
*tri, void *UNUSED(ptr)) {
+void *
+render_hit(struct tie_ray_s *ray, struct tie_id_s *id, struct tie_tri_s *tri, 
void *UNUSED(ptr))
+{
     /* Flip normal to face ray origin (via dot product check) */
     if (ray->dir[0] * id->norm[0] + ray->dir[1] * id->norm[1] + ray->dir[2] * 
id->norm[2] > 0)
        VSCALE(id->norm,  id->norm,  -1.0);
@@ -32,6 +34,7 @@
     return (adrt_mesh_t *)(tri->ptr);
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/normal.c
===================================================================
--- brlcad/trunk/src/adrt/librender/normal.c    2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/normal.c    2013-07-27 04:04:49 UTC (rev 
56252)
@@ -26,32 +26,40 @@
 #include "adrt_struct.h"
 
 void
-render_normal_free(render_t *UNUSED(render)) {
+render_normal_free(render_t *UNUSED(render))
+{
     return;
 }
 
+
 static void *
-normal_hit(struct tie_ray_s *UNUSED(ray), struct tie_id_s *UNUSED(id), struct 
tie_tri_s *tri, void *UNUSED(ptr)) {
+normal_hit(struct tie_ray_s *UNUSED(ray), struct tie_id_s *UNUSED(id), struct 
tie_tri_s *tri, void *UNUSED(ptr))
+{
     return (adrt_mesh_t *)(tri->ptr);
 }
 
+
 void
-render_normal_work(render_t *UNUSED(render), struct tie_s *tie, struct 
tie_ray_s *ray, vect_t *pixel) {
-    struct tie_id_s    id;
-    float      one[3] = { 1, 1, 1 };
+render_normal_work(render_t *UNUSED(render), struct tie_s *tie, struct 
tie_ray_s *ray, vect_t *pixel)
+{
+    struct tie_id_s id;
+    float one[3] = { 1, 1, 1 };
 
     if (tie_work(tie, ray, &id, normal_hit, NULL))
        VADD2SCALE(*pixel, id.norm, one, 0.5);
     return;
 }
 
+
 int
-render_normal_init(render_t *render, const char *UNUSED(usr)) {
+render_normal_init(render_t *render, const char *UNUSED(usr))
+{
     render->work = render_normal_work;
     render->free = render_normal_free;
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/path.c
===================================================================
--- brlcad/trunk/src/adrt/librender/path.c      2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/path.c      2013-07-27 04:04:49 UTC (rev 
56252)
@@ -44,11 +44,11 @@
 
 /* _a is reflected ray, _b is incident ray, _c is normal */
 #define MATH_VEC_REFLECT(_a, _b, _c) { \
-    fastf_t _d; \
-    _d = VDOT( _b,  _c); \
-    VSCALE(_a,  _c,  2.0*_d); \
-    VSUB2(_a,  _b,  _a); \
-    VUNITIZE(_a); }
+       fastf_t _d; \
+       _d = VDOT(_b, _c); \
+       VSCALE(_a, _c, 2.0*_d); \
+       VSUB2(_a, _b, _a); \
+       VUNITIZE(_a); }
 
 
 void
@@ -90,7 +90,7 @@
                } else if (new_mesh->attributes->emission > 0.0) {
                    /* Emitting Light Source */
                    VMOVE(T, new_mesh->attributes->color.v);
-                   VSCALE(T,  T,  new_mesh->attributes->emission);
+                   VSCALE(T, T, new_mesh->attributes->emission);
                    propogate = 0;
                } else {
                    /* Diffuse */
@@ -102,7 +102,7 @@
                }
 
                if (new_ray.depth) {
-                   VELMUL(new_pix,  new_pix,  T);
+                   VELMUL(new_pix, new_pix, T);
                } else {
                    VMOVE(new_pix, T);
                }
@@ -154,12 +154,13 @@
            }
        }
 
-       VADD2(accum,  accum,  new_pix);
+       VADD2(accum, accum, new_pix);
     }
 
-    VSCALE(*pixel,  accum,  rd->inv_samples);
+    VSCALE(*pixel, accum, rd->inv_samples);
 }
 
+
 int
 render_path_init(render_t *render, const char *samples)
 {

Modified: brlcad/trunk/src/adrt/librender/phong.c
===================================================================
--- brlcad/trunk/src/adrt/librender/phong.c     2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/phong.c     2013-07-27 04:04:49 UTC (rev 
56252)
@@ -34,27 +34,29 @@
     return;
 }
 
+
 void
 render_phong_work(render_t *UNUSED(render), struct tie_s *tie, struct 
tie_ray_s *ray, vect_t *pixel)
 {
-    struct tie_id_s            id;
-    adrt_mesh_t                *mesh;
+    struct tie_id_s id;
+    adrt_mesh_t *mesh;
 
     if ((mesh = (adrt_mesh_t*)tie_work(tie, ray, &id, render_hit, NULL)) != 
NULL) {
-       vect_t          vec;
+       vect_t vec;
 
        VMOVE(*pixel, mesh->attributes->color.v);
 
        if (mesh->texture)
            mesh->texture->work(mesh->texture, mesh, ray, &id, pixel);
 
-       VSUB2(vec,  ray->pos,  id.pos);
+       VSUB2(vec, ray->pos, id.pos);
        VUNITIZE(vec);
-       VSCALE(*pixel, *pixel, VDOT(vec,  id.norm));
+       VSCALE(*pixel, *pixel, VDOT(vec, id.norm));
     }
     return;
 }
 
+
 int
 render_phong_init(render_t *render, const char *UNUSED(usr))
 {
@@ -63,6 +65,7 @@
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/render_util.c
===================================================================
--- brlcad/trunk/src/adrt/librender/render_util.c       2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/render_util.c       2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -36,6 +36,7 @@
     tfloat thickness;
 };
 
+
 struct render_shotline_s {
     struct render_segment_s *seglist;
     point_t in_hit;
@@ -78,6 +79,7 @@
 #endif
 }
 
+
 static void* shot_hit(struct tie_ray_s *ray, struct tie_id_s *id, struct 
tie_tri_s *tri, void *ptr) {
     adrt_mesh_t *mesh = (adrt_mesh_t *)(tri->ptr);
     struct render_shotline_s *shotline = (struct render_shotline_s *)ptr;
@@ -122,6 +124,7 @@
     return NULL;
 }
 
+
 void
 render_util_shotline_list(struct tie_s *tie, struct tie_ray_s *ray, void 
**data, int *dlen) {
     struct tie_id_s id;
@@ -172,6 +175,7 @@
     bu_free(shotline.seglist, "render_util_shotline_list: shotline data");
 }
 
+
 void
 render_util_spall_list(struct tie_s *UNUSED(tie), struct tie_ray_s 
*UNUSED(ray), tfloat UNUSED(angle), void **UNUSED(data), int *UNUSED(dlen)) {
 #if 0
@@ -264,6 +268,7 @@
 #endif
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/spall.c
===================================================================
--- brlcad/trunk/src/adrt/librender/spall.c     2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/spall.c     2013-07-27 04:04:49 UTC (rev 
56252)
@@ -43,6 +43,7 @@
     struct tie_s tie;
 };
 
+
 void* render_spall_hit(struct tie_ray_s *ray, struct tie_id_s *id, struct 
tie_tri_s *tri, void *ptr);
 void render_plane(struct tie_s *tie, struct tie_ray_s *ray, TIE_3 *pixel);
 
@@ -60,12 +61,14 @@
     bu_free(render->data, "render data");
 }
 
+
 static void *
 render_arrow_hit(struct tie_ray_s *UNUSED(ray), struct tie_id_s *UNUSED(id), 
struct tie_tri_s *tri, void *UNUSED(ptr))
 {
     return tri;
 }
 
+
 void *
 render_spall_hit(struct tie_ray_s *UNUSED(ray), struct tie_id_s *id, struct 
tie_tri_s *tri, void *ptr)
 {
@@ -76,6 +79,7 @@
     return hit;
 }
 
+
 void
 render_spall_work(render_t *render, struct tie_s *tie, struct tie_ray_s *ray, 
vect_t *pixel)
 {
@@ -138,7 +142,7 @@
      * If the point after the splitting plane is an inhit, then just shade as 
usual.
      */
 
-    dot = VDOT( ray->dir,  hit.id.norm);
+    dot = VDOT(ray->dir,  hit.id.norm);
     /* flip normal */
     dot = fabs(dot);
 
@@ -174,6 +178,7 @@
     *pixel[2] += (tfloat)0.1;
 }
 
+
 int
 render_spall_init(render_t *render, const char *buf)
 {
@@ -193,9 +198,9 @@
     render->free = render_spall_free;
 
     sscanf(buf, "(%lg %lg %lg) (%lg %lg %lg) %lg",
-                   &ray_pos[0], &ray_pos[1], &ray_pos[2],
-                   &ray_dir[0], &ray_dir[1], &ray_dir[2],
-                   &scan);
+          &ray_pos[0], &ray_pos[1], &ray_pos[2],
+          &ray_dir[0], &ray_dir[1], &ray_dir[2],
+          &scan);
     angle = scan; /* double to fastf_t */
 
     BU_ALLOC(render->data, struct render_spall_s);
@@ -218,7 +223,7 @@
     d->plane[0] = normal[0];
     d->plane[1] = normal[1];
     d->plane[2] = normal[2];
-    plane[3] = VDOT( normal,  ray_pos); /* up is really new ray_pos */
+    plane[3] = VDOT(normal,  ray_pos); /* up is really new ray_pos */
     d->plane[3] = -plane[3];
 
     /******************/
@@ -253,6 +258,7 @@
     return 0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/surfel.c
===================================================================
--- brlcad/trunk/src/adrt/librender/surfel.c    2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/surfel.c    2013-07-27 04:04:49 UTC (rev 
56252)
@@ -76,6 +76,7 @@
     }
 }
 
+
 int
 render_surfel_init(render_t *render, const char *buf)
 {
@@ -92,8 +93,8 @@
     d->num = 0;
     d->list = NULL;
     /*
-       d->list = (render_surfel_pt_t *)bu_malloc(d->num * 
sizeof(render_surfel_pt_t), "data list");
-       */
+      d->list = (render_surfel_pt_t *)bu_malloc(d->num * 
sizeof(render_surfel_pt_t), "data list");
+    */
     /* do something to extract num and list from buf */
     return 0;
 }

Modified: brlcad/trunk/src/adrt/librender/texture.h
===================================================================
--- brlcad/trunk/src/adrt/librender/texture.h   2013-07-27 03:46:32 UTC (rev 
56251)
+++ brlcad/trunk/src/adrt/librender/texture.h   2013-07-27 04:04:49 UTC (rev 
56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture.h
  *
- *  Comments -
- *      Texture Library - Main Include
+ * Comments -
+ * Texture Library - Main Include
  *
  */
 
@@ -29,22 +29,23 @@
 
 #include "texture_internal.h"
 
-#define TEXTURE_BLEND  0x0200
-#define TEXTURE_BUMP  0x0201
-#define TEXTURE_CAMO  0x0202
-#define TEXTURE_CHECKER  0x0203
-#define TEXTURE_CLOUDS  0x0204
+#define TEXTURE_BLEND 0x0200
+#define TEXTURE_BUMP 0x0201
+#define TEXTURE_CAMO 0x0202
+#define TEXTURE_CHECKER 0x0203
+#define TEXTURE_CLOUDS 0x0204
 #define TEXTURE_GRADIENT 0x0205
-#define TEXTURE_IMAGE  0x0206
-#define TEXTURE_MIX  0x0207
-#define TEXTURE_REFLECT  0x0208
-#define TEXTURE_STACK  0x0209
+#define TEXTURE_IMAGE 0x0206
+#define TEXTURE_MIX 0x0207
+#define TEXTURE_REFLECT 0x0208
+#define TEXTURE_STACK 0x0209
 
 struct texture_perlin_s {
     int *PV;
     vect_t *RV;
 };
 
+
 BU_EXPORT extern void texture_perlin_init(struct texture_perlin_s *P);
 BU_EXPORT extern void texture_perlin_free(struct texture_perlin_s *P);
 BU_EXPORT extern fastf_t texture_perlin_noise3(struct texture_perlin_s *P, 
vect_t V, fastf_t Size, int Depth);
@@ -55,6 +56,7 @@
     vect_t color2;
 };
 
+
 BU_EXPORT extern void texture_blend_init(struct texture_s *texture, vect_t 
color1, vect_t color2);
 BU_EXPORT extern void texture_blend_free(struct texture_s *texture);
 BU_EXPORT extern void texture_blend_work(__TEXTURE_WORK_PROTOTYPE__);
@@ -63,6 +65,7 @@
     vect_t coef;
 };
 
+
 BU_EXPORT extern void texture_bump_init(struct texture_s *texture, vect_t rgb);
 BU_EXPORT extern void texture_bump_free(struct texture_s *texture);
 BU_EXPORT extern void texture_bump_work(__TEXTURE_WORK_PROTOTYPE__);
@@ -88,6 +91,7 @@
     int tile;
 };
 
+
 BU_EXPORT extern void texture_checker_init(struct texture_s *texture, int 
checker);
 BU_EXPORT extern void texture_checker_free(struct texture_s *texture);
 BU_EXPORT extern void texture_checker_work(__TEXTURE_WORK_PROTOTYPE__);
@@ -102,15 +106,17 @@
     struct texture_perlin_s perlin;
 };
 
+
 BU_EXPORT extern void texture_cloudts_inis(struct texture_s *texture, fastf_t 
size, int octaves, int absolute, vect_t scale, vect_t translate);
 BU_EXPORT extern void texture_clouds_free(struct texture_s *texture);
 BU_EXPORT extern void texture_clouds_work(__TEXTURE_WORK_PROTOTYPE__);
 
 
 struct texture_gradient_s {
-    int  axis;
+    int axis;
 };
 
+
 BU_EXPORT extern void texture_gradient_init(struct texture_s *texture, int 
axis);
 BU_EXPORT extern void texture_gradient_free(struct texture_s *texture);
 BU_EXPORT extern void texture_gradient_work(__TEXTURE_WORK_PROTOTYPE__);
@@ -122,6 +128,7 @@
     unsigned char *image;
 };
 
+
 BU_EXPORT extern void texture_image_init(struct texture_s *texture, short w, 
short h, unsigned char *image);
 BU_EXPORT extern void texture_image_free(struct texture_s *texture);
 BU_EXPORT extern void texture_image_work(__TEXTURE_WORK_PROTOTYPE__);
@@ -139,8 +146,8 @@
 
 
 struct texture_stack_s {
-    int   num;
-    struct texture_s  **list;
+    int num;
+    struct texture_s **list;
 };
 
 

Modified: brlcad/trunk/src/adrt/librender/texture_blend.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_blend.c     2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_blend.c     2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_blend.c
  *
- *  Comments -
- *      Texture Library - Uses the R and B channels to blend 2 colors
+ * Comments -
+ * Texture Library - Uses the R and B channels to blend 2 colors
  *
  */
 
@@ -42,11 +42,13 @@
     VMOVE(sd->color2, color2);
 }
 
+
 void
 texture_blend_free(struct texture_s *texture) {
     bu_free(texture->data, "texture data");
 }
 
+
 void
 texture_blend_work(struct texture_s *texture, void *UNUSED(mesh), struct 
tie_ray_s *UNUSED(ray), struct tie_id_s *UNUSED(id), vect_t *pixel) {
     struct texture_blend_s *sd;
@@ -60,6 +62,7 @@
     *pixel[2] = (1.0 - coef)*sd->color1[2] + coef*sd->color2[2];
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_bump.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_bump.c      2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_bump.c      2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_bump.c
  *
- *  Comments -
- *      Texture Library - Bump Mapping maps R, G, Z to surface normal X, Y, Z
+ * Comments -
+ * Texture Library - Bump Mapping maps R, G, Z to surface normal X, Y, Z
  *
  */
 
@@ -41,11 +41,13 @@
     VMOVE(sd->coef, coef);
 }
 
+
 void
 texture_bump_free(struct texture_s *texture) {
     bu_free(texture->data, "texture data");
 }
 
+
 void
 texture_bump_work(struct texture_s *texture, void *UNUSED(mesh), struct 
tie_ray_s *UNUSED(ray), struct tie_id_s *id, vect_t *pixel) {
     struct texture_bump_s *sd;
@@ -59,12 +61,13 @@
     n[2] = id->norm[2] + sd->coef[2]*(2* *pixel[2]-1.0);
     VUNITIZE(n);
 
-    d = VDOT( n,  id->norm);
+    d = VDOT(n,  id->norm);
     if (d < 0)
        VSCALE(n,  n,  -1.0);
     VMOVE(id->norm, n);
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_camo.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_camo.c      2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_camo.c      2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture.h
  *
- *  Comments -
- *      Texture Library - Applies a 3 color camouflage
+ * Comments -
+ * Texture Library - Applies a 3 color camouflage
  *
  */
 
@@ -32,7 +32,7 @@
 
 void
 texture_camo_init(struct texture_s *texture, fastf_t size, int octaves, int 
absolute, vect_t color1, vect_t color2, vect_t color3) {
-    struct texture_camo_s   *sd;
+    struct texture_camo_s *sd;
 
     BU_ALLOC(texture->data, struct texture_camo_s);
     texture->free = texture_camo_free;
@@ -49,6 +49,7 @@
     texture_perlin_init(&sd->perlin);
 }
 
+
 void
 texture_camo_free(struct texture_s *texture) {
     struct texture_camo_s *td;
@@ -58,6 +59,7 @@
     bu_free(texture->data, "camo data");
 }
 
+
 void
 texture_camo_work(struct texture_s *texture, void *mesh, struct tie_ray_s 
*UNUSED(ray), struct tie_id_s *id, vect_t *pixel) {
     struct texture_camo_s *td;
@@ -90,6 +92,7 @@
        VMOVE(*pixel, td->color3);
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_checker.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_checker.c   2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_checker.c   2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_checker.c
  *
- *  Comments -
- *      Texture Library - Checker pattern with tile parameter
+ * Comments -
+ * Texture Library - Checker pattern with tile parameter
  *
  */
 
@@ -32,7 +32,7 @@
 
 void
 texture_checker_init(struct texture_s *texture, int tile) {
-    struct texture_checker_s   *td;
+    struct texture_checker_s *td;
 
     BU_ALLOC(texture->data, struct texture_checker_s);
     texture->free = texture_checker_free;
@@ -42,16 +42,18 @@
     td->tile = tile;
 }
 
+
 void
 texture_checker_free(struct texture_s *texture) {
     bu_free(texture->data, "checker data");
 }
 
+
 void
 texture_checker_work(struct texture_s *texture, void *mesh, struct tie_ray_s 
*UNUSED(ray), struct tie_id_s *id, vect_t *pixel) {
-    struct texture_checker_s   *td;
-    vect_t                     pt;
-    int                        u, v;
+    struct texture_checker_s *td;
+    vect_t pt;
+    int u, v;
 
 
     td = (struct texture_checker_s *)texture->data;
@@ -67,6 +69,7 @@
     *pixel[0] = *pixel[1] = *pixel[2] = u ^ v ? 1.0 : 0.0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_clouds.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_clouds.c    2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_clouds.c    2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_clouds.c
  *
- *  Comments -
- *      Texture Library - Perlin Clouds
+ * Comments -
+ * Texture Library - Perlin Clouds
  *
  */
 
@@ -48,6 +48,7 @@
     texture_perlin_init(&td->perlin);
 }
 
+
 void
 texture_clouds_free(struct texture_s *texture) {
     struct texture_clouds_s *td;
@@ -57,6 +58,7 @@
     bu_free(texture->data, "cloud data");
 }
 
+
 void
 texture_clouds_work(struct texture_s *texture, void *mesh, struct tie_ray_s 
*UNUSED(ray), struct tie_id_s *id, vect_t *pixel) {
     struct texture_clouds_s *td;
@@ -82,6 +84,7 @@
     *pixel[2] = fabs(0.5*texture_perlin_noise3(&td->perlin, p, td->size*1.0, 
td->octaves) + 0.5);
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_gradient.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_gradient.c  2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_gradient.c  2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_gradient.c
  *
- *  Comments -
- *      Texture Library - Produces Gradient to be used with Blend
+ * Comments -
+ * Texture Library - Produces Gradient to be used with Blend
  *
  */
 
@@ -42,11 +42,13 @@
     td->axis = axis;
 }
 
+
 void
 texture_gradient_free(struct texture_s *texture) {
     bu_free(texture->data, "gradient data");
 }
 
+
 void
 texture_gradient_work(struct texture_s *texture, void *mesh, struct tie_ray_s 
*UNUSED(ray), struct tie_id_s *id, vect_t *pixel) {
     struct texture_gradient_s *td;
@@ -66,6 +68,7 @@
     }
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_image.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_image.c     2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_image.c     2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -20,8 +20,8 @@
 /**
  * @file librender/texture_image.c
  *
- *  Comments -
- *      Texture Library - Projects an Image onto a Surface
+ * Comments -
+ * Texture Library - Projects an Image onto a Surface
  *
  */
 
@@ -48,6 +48,7 @@
     memcpy(td->image, image, 3*w*h);
 }
 
+
 void
 texture_image_free(struct texture_s *texture) {
     struct texture_image_s *td;
@@ -57,6 +58,7 @@
     bu_free(texture->data, "texture data");
 }
 
+
 void
 texture_image_work(struct texture_s *texture, void *mesh, struct tie_ray_s 
*UNUSED(ray), struct tie_id_s *id, vect_t *pixel) {
     struct texture_image_s *td;
@@ -80,6 +82,7 @@
     *pixel[2] = td->image[ind+0] / 255.0;
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_internal.h
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_internal.h  2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_internal.h  2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_internal.h
  *
- *  Comments -
- *      Texture Library - Internal texture include
+ * Comments -
+ * Texture Library - Internal texture include
  *
  */
 
@@ -47,7 +47,7 @@
 
 /* _a is transformed vertex, _b is input vertex, _c is 4x4 transformation 
matrix */
 #define MATH_VEC_TRANSFORM(_a, _b, _c) { \
-       fastf_t  w; \
+       fastf_t w; \
        _a[0] = (_b[0] * _c[0]) + (_b[1] * _c[4]) + (_b[2] * _c[8]) + _c[12]; \
        _a[1] = (_b[0] * _c[1]) + (_b[1] * _c[5]) + (_b[2] * _c[9]) + _c[13]; \
        _a[2] = (_b[0] * _c[2]) + (_b[1] * _c[6]) + (_b[2] * _c[10]) + _c[14]; \

Modified: brlcad/trunk/src/adrt/librender/texture_mix.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_mix.c       2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_mix.c       2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_mix.c
  *
- *  Comments -
- *      Texture Library - Mix two textures
+ * Comments -
+ * Texture Library - Mix two textures
  *
  */
 
@@ -44,11 +44,13 @@
     td->coef = coef;
 }
 
+
 void
 texture_mix_free(struct texture_s *texture) {
     bu_free(texture->data, "texture data");
 }
 
+
 void
 texture_mix_work(struct texture_s *texture, void *mesh, struct tie_ray_s *ray, 
struct tie_id_s *id, vect_t *pixel) {
     struct texture_mix_s *td;
@@ -63,6 +65,7 @@
     VADD2((*pixel),  (*pixel),  t);
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_perlin.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_perlin.c    2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_perlin.c    2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_perlin.c
  *
- *  Comments -
- *      Texture Library - Perlin Utility
+ * Comments -
+ * Texture Library - Perlin Utility
  *
  */
 
@@ -31,24 +31,25 @@
 #include "bn.h"
 
 
-#define        B       0x100
-#define        BM      0xff
-#define        N       0x1000
+#define B 0x100
+#define BM 0xff
+#define N 0x1000
 
 
-#define        PRAND (int)(bn_randmt()*16384)
-#define        S_CURVE(t) (t * t * (3.0 - 2.0 * t))
-#define        AT3(rx, ry, rz) (rx*q[0] + ry*q[1] + rz*q[2]);
-#define        LERP(t, a, b) (a+t*(b-a))
+#define PRAND (int)(bn_randmt()*16384)
+#define S_CURVE(t) (t * t * (3.0 - 2.0 * t))
+#define AT3(rx, ry, rz) (rx*q[0] + ry*q[1] + rz*q[2]);
+#define LERP(t, a, b) (a+t*(b-a))
 
 
-void   texture_perlin_init(struct texture_perlin_s *P);
-void   texture_perlin_free(struct texture_perlin_s *P);
-fastf_t        texture_perlin_noise3(struct texture_perlin_s *P, vect_t V, 
fastf_t Size, int Depth);
-fastf_t        texture_perlin_omega(struct texture_perlin_s *P, vect_t V);
+void texture_perlin_init(struct texture_perlin_s *P);
+void texture_perlin_free(struct texture_perlin_s *P);
+fastf_t texture_perlin_noise3(struct texture_perlin_s *P, vect_t V, fastf_t 
Size, int Depth);
+fastf_t texture_perlin_omega(struct texture_perlin_s *P, vect_t V);
 
 void
-texture_perlin_init(struct texture_perlin_s *P) {
+texture_perlin_init(struct texture_perlin_s *P)
+{
     int i, j, k;
 
     P->PV = (int *)bu_malloc(sizeof(int)*(2*B+2), "PV");
@@ -76,14 +77,18 @@
     }
 }
 
+
 void
-texture_perlin_free(struct texture_perlin_s *P) {
+texture_perlin_free(struct texture_perlin_s *P)
+{
     bu_free(P->PV, "PV");
     bu_free(P->RV, "RV");
 }
 
+
 fastf_t
-texture_perlin_noise3(struct texture_perlin_s *P, vect_t V, fastf_t Size, int 
Depth) {
+texture_perlin_noise3(struct texture_perlin_s *P, vect_t V, fastf_t Size, int 
Depth)
+{
     int i;
     fastf_t sum;
 
@@ -96,12 +101,14 @@
     return sum;
 }
 
+
 fastf_t
-texture_perlin_omega(struct texture_perlin_s *P, vect_t V) {
-    vect_t             q;
-    fastf_t    r0[3], r1[3], sy, sz, a, b, c, d, t, u, v;
-    int                b0[3], b1[3], b00, b10, b01, b11;
-    int                i, j;
+texture_perlin_omega(struct texture_perlin_s *P, vect_t V)
+{
+    vect_t q;
+    fastf_t r0[3], r1[3], sy, sz, a, b, c, d, t, u, v;
+    int b0[3], b1[3], b00, b10, b01, b11;
+    int i, j;
 
 
     for (i = 0; i < 3; i++) {
@@ -155,6 +162,7 @@
     return LERP(sz, c, d);
 }
 
+
 /*
  * Local Variables:
  * mode: C

Modified: brlcad/trunk/src/adrt/librender/texture_stack.c
===================================================================
--- brlcad/trunk/src/adrt/librender/texture_stack.c     2013-07-27 03:46:32 UTC 
(rev 56251)
+++ brlcad/trunk/src/adrt/librender/texture_stack.c     2013-07-27 04:04:49 UTC 
(rev 56252)
@@ -19,8 +19,8 @@
  */
 /** @file librender/texture_stack.c
  *
- *  Comments -
- *      Texture Library - Stack textures to pipe output of one into another
+ * Comments -
+ * Texture Library - Stack textures to pipe output of one into another
  *
  */
 
@@ -43,6 +43,7 @@
     td->list = NULL;
 }
 
+
 void
 texture_stack_free(struct texture_s *texture) {
     struct texture_stack_s *td;
@@ -52,6 +53,7 @@
     bu_free(texture->data, "texture data");
 }
 
+
 void
 texture_stack_work(struct texture_s *texture, void *mesh, struct tie_ray_s 
*ray, struct tie_id_s *id, vect_t *pixel) {
     struct texture_stack_s *td;
@@ -63,6 +65,7 @@
        td->list[i]->work(td->list[i], mesh, ray, id, pixel);
 }
 
+
 void
 texture_stack_push(struct texture_s *texture, struct texture_s *texture_new) {
     struct texture_stack_s *td;
@@ -73,6 +76,7 @@
     td->list[td->num++] = texture_new;
 }
 
+
 /*
  * Local Variables:
  * mode: C

This was sent by the SourceForge.net collaborative development platform, the 
world's largest Open Source development site.


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