Fixed some whitespace indentation I found while looking at something else.
authorKent Mein <mein@cs.umn.edu>
Thu, 17 Jan 2008 21:25:25 +0000 (21:25 +0000)
committerKent Mein <mein@cs.umn.edu>
Thu, 17 Jan 2008 21:25:25 +0000 (21:25 +0000)
Kent

source/blender/src/drawnode.c

index cca1367101718516db96f76978256c66c0acae6a..3e93b46c1cbe71a58d1e56761f437ab3f2c9442f 100644 (file)
@@ -694,13 +694,13 @@ static int node_shader_buts_geometry(uiBlock *block, bNodeTree *ntree, bNode *no
                NodeGeometry *ngeo= (NodeGeometry*)node->storage;
 
                if(!verify_valid_uv_name(ngeo->uvname))
-                       uiBlockSetCol(block, TH_REDALERT);
+                       uiBlockSetCol(block, TH_REDALERT);
                but= uiDefBut(block, TEX, B_NODE_EXEC+node->nr, "UV:", butr->xmin, butr->ymin+20, butr->xmax-butr->xmin, 20, ngeo->uvname, 0, 31, 0, 0, "Set name of UV layer to use, default is active UV layer");
                uiButSetCompleteFunc(but, autocomplete_uv, NULL);
                uiBlockSetCol(block, TH_AUTO);
 
                if(!verify_valid_vcol_name(ngeo->colname))
-                       uiBlockSetCol(block, TH_REDALERT);
+                       uiBlockSetCol(block, TH_REDALERT);
                but= uiDefBut(block, TEX, B_NODE_EXEC+node->nr, "Col:", butr->xmin, butr->ymin, butr->xmax-butr->xmin, 20, ngeo->colname, 0, 31, 0, 0, "Set name of vertex color layer to use, default is active vertex color layer");
                uiButSetCompleteFunc(but, autocomplete_vcol, NULL);
                uiBlockSetCol(block, TH_AUTO);
@@ -1663,7 +1663,7 @@ static int node_composit_buts_color_spill(uiBlock *block, bNodeTree *ntree, bNod
                uiBlockEndAlign(block);
        }
        return 60;
- }
+}
 
 static int node_composit_buts_chroma_matte(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
 {
@@ -1945,7 +1945,7 @@ static void node_composit_set_butfunc(bNodeType *ntype)
                        break;
                case CMP_NODE_CROP:
                        ntype->butfunc= node_composit_buts_crop;
-                       break;
+                       break;
                case CMP_NODE_BLUR:
                        ntype->butfunc= node_composit_buts_blur;
                        break;
@@ -2169,39 +2169,39 @@ static void draw_nodespace_back_tex(ScrArea *sa, SpaceNode *snode)
                ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
                if(ibuf) {
                        int x, y;
-            float zoom = 1.0;
-            
-            glMatrixMode(GL_PROJECTION);
-            glPushMatrix();
-            glMatrixMode(GL_MODELVIEW);
-            glPushMatrix();
+                       float zoom = 1.0;
+
+                       glMatrixMode(GL_PROJECTION);
+                       glPushMatrix();
+                       glMatrixMode(GL_MODELVIEW);
+                       glPushMatrix();
                        
                        glaDefine2DArea(&sa->winrct);
 
-            if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
-                float zoomx, zoomy;
-                zoomx= (float)sa->winx/ibuf->x;
-                zoomy= (float)sa->winy/ibuf->y;
-                zoom = MIN2(zoomx, zoomy);
-            }
+                       if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
+                               float zoomx, zoomy;
+                               zoomx= (float)sa->winx/ibuf->x;
+                               zoomy= (float)sa->winy/ibuf->y;
+                               zoom = MIN2(zoomx, zoomy);
+                       }
                        
-            x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
+                       x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
                        y = (sa->winy-zoom*ibuf->y)/2 + snode->yof;
 
-            glPixelZoom(zoom, zoom);
+                       glPixelZoom(zoom, zoom);
 
-            glColor4f(1.0, 1.0, 1.0, 1.0);
+                       glColor4f(1.0, 1.0, 1.0, 1.0);
                        if(ibuf->rect)
-                glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
+                               glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
                        else if(ibuf->channels==4)
-                glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
-               
-            glPixelZoom(1.0, 1.0);
+                               glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
+
+                       glPixelZoom(1.0, 1.0);
 
-            glMatrixMode(GL_PROJECTION);
-            glPopMatrix();
-            glMatrixMode(GL_MODELVIEW);
-            glPopMatrix();
+                       glMatrixMode(GL_PROJECTION);
+                       glPopMatrix();
+                       glMatrixMode(GL_MODELVIEW);
+                       glPopMatrix();
                }
        }
 }