diff --git a/examples/aobench/ao.ispc b/examples/aobench/ao.ispc index 3deaa340..589a98b1 100644 --- a/examples/aobench/ao.ispc +++ b/examples/aobench/ao.ispc @@ -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; diff --git a/examples/rt/rt.ispc b/examples/rt/rt.ispc index 015d66d7..97d63d43 100644 --- a/examples/rt/rt.ispc +++ b/examples/rt/rt.ispc @@ -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] }; diff --git a/examples/volume_rendering/volume.ispc b/examples/volume_rendering/volume.ispc index 7f3367f1..7402976a 100644 --- a/examples/volume_rendering/volume.ispc +++ b/examples/volume_rendering/volume.ispc @@ -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_