style cleanup
[blender.git] / source / blender / render / intern / source / rendercore.c
index bd0061c0e68281488e9c242dac74ede15a4bf0d0..9f171ba71dbe6cd946f3814904b533d1b709fb6c 100644 (file)
@@ -1172,7 +1172,7 @@ typedef struct ZbufSolidData {
 
 static void make_pixelstructs(RenderPart *pa, ZSpan *zspan, int sample, void *data)
 {
-       ZbufSolidData *sdata= (ZbufSolidData*)data;
+       ZbufSolidData *sdata = (ZbufSolidData *)data;
        ListBase *lb= sdata->psmlist;
        intptr_t *rd= pa->rectdaps;
        int *ro= zspan->recto;
@@ -1740,7 +1740,7 @@ void zbufshade_sss_tile(RenderPart *pa)
 #if 0
                        if (rs) {
                                /* for each sample in this pixel, shade it */
-                               for (ps=(PixStr*)*rs; ps; ps=ps->next) {
+                               for (ps = (PixStr *)(*rs); ps; ps=ps->next) {
                                        ObjectInstanceRen *obi= &re->objectinstance[ps->obi];
                                        ObjectRen *obr= obi->obr;
                                        vlr= RE_findOrAddVlak(obr, (ps->facenr-1) & RE_QUAD_MASK);
@@ -2461,8 +2461,8 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
 
                /* if hit, we shade from the new point, otherwise from point one starting face */
                if (hit) {
-                       obi= (ObjectInstanceRen*)minisec.hit.ob;
-                       vlr= (VlakRen*)minisec.hit.face;
+                       obi = (ObjectInstanceRen *)minisec.hit.ob;
+                       vlr = (VlakRen *)minisec.hit.face;
                        quad= (minisec.isect == 2);
                        copy_v3_v3(shi->co, minco);