Update "inline" qualifiers in a few examples.

This commit is contained in:
Matt Pharr
2012-01-17 18:10:48 -08:00
parent 7013d7d52f
commit 08189ce08c
3 changed files with 6 additions and 6 deletions

View File

@@ -124,7 +124,7 @@ ray_sphere_intersect(Isect &isect, Ray &ray, Sphere &sphere) {
}
static inline void
static void
orthoBasis(vec basis[3], vec n) {
basis[2] = n;
basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;

View File

@@ -104,8 +104,8 @@ static void generateRay(uniform const float raster2camera[4][4],
}
static inline bool BBoxIntersect(const uniform float bounds[2][3],
const Ray &ray) {
static bool BBoxIntersect(const uniform float bounds[2][3],
const Ray &ray) {
uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
float t0 = ray.mint, t1 = ray.maxt;
@@ -143,7 +143,7 @@ static inline bool BBoxIntersect(const uniform float bounds[2][3],
static inline bool TriIntersect(const Triangle &tri, Ray &ray) {
static bool TriIntersect(const Triangle &tri, Ray &ray) {
uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };

View File

@@ -129,8 +129,8 @@ static inline float3 Offset(float3 p, float3 pMin, float3 pMax) {
}
static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
uniform float density[], uniform int nVoxels[3]) {
static float Density(float3 Pobj, float3 pMin, float3 pMax,
uniform float density[], uniform int nVoxels[3]) {
if (!Inside(Pobj, pMin, pMax))
return 0;
// Compute voxel coordinates and offsets for _Pobj_