More coding style conformance

This commit is contained in:
Alexander Bock
2017-11-11 11:25:49 -05:00
parent f29b15a37f
commit 758e26789c
170 changed files with 2585 additions and 1229 deletions
+11 -3
View File
@@ -364,9 +364,15 @@ void ABufferRenderer::preRaycast(const RaycasterTask& raycasterTask) {
glm::vec3 localCameraPosition;
bool cameraIsInside = raycaster.cameraIsInside(renderData, localCameraPosition);
int uniformIndex = raycastData.id + 1; // uniforms are indexed from 1 (not from 0)
_resolveProgram->setUniform("insideRaycaster" + std::to_string(uniformIndex), cameraIsInside);
_resolveProgram->setUniform(
"insideRaycaster" + std::to_string(uniformIndex),
cameraIsInside
);
if (cameraIsInside) {
_resolveProgram->setUniform("cameraPosInRaycaster" + std::to_string(uniformIndex), localCameraPosition);
_resolveProgram->setUniform(
"cameraPosInRaycaster" + std::to_string(uniformIndex),
localCameraPosition
);
}
}
@@ -550,7 +556,9 @@ void ABufferRenderer::updateRaycastData() {
OsEng.renderEngine().raycasterManager().raycasters();
std::map<std::string, int> namespaceIndices;
int nextId = 0; // raycaster ids are positive integers starting at 0. (for raycasters, fragment type is id+1)
// raycaster ids are positive integers starting at 0. (for raycasters,
// fragment type is id+1)
int nextId = 0;
int nextNamespaceIndex = 0;
for (auto &raycaster : raycasters) {