Update "inline" qualifiers in a few examples.
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@@ -124,7 +124,7 @@ ray_sphere_intersect(Isect &isect, Ray &ray, Sphere &sphere) {
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}
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static inline void
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static void
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orthoBasis(vec basis[3], vec n) {
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basis[2] = n;
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basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;
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@@ -104,8 +104,8 @@ static void generateRay(uniform const float raster2camera[4][4],
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}
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static inline bool BBoxIntersect(const uniform float bounds[2][3],
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const Ray &ray) {
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static bool BBoxIntersect(const uniform float bounds[2][3],
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const Ray &ray) {
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uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
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uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
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float t0 = ray.mint, t1 = ray.maxt;
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@@ -143,7 +143,7 @@ static inline bool BBoxIntersect(const uniform float bounds[2][3],
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static inline bool TriIntersect(const Triangle &tri, Ray &ray) {
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static bool TriIntersect(const Triangle &tri, Ray &ray) {
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uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
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uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
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uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
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@@ -129,8 +129,8 @@ static inline float3 Offset(float3 p, float3 pMin, float3 pMax) {
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}
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static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
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uniform float density[], uniform int nVoxels[3]) {
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static float Density(float3 Pobj, float3 pMin, float3 pMax,
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uniform float density[], uniform int nVoxels[3]) {
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if (!Inside(Pobj, pMin, pMax))
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return 0;
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// Compute voxel coordinates and offsets for _Pobj_
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