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authorBrian Paul <[email protected]>2000-03-02 18:34:34 +0000
committerBrian Paul <[email protected]>2000-03-02 18:34:34 +0000
commitf9b9cd71d68528171a4253be027b7c182fc63ad8 (patch)
tree8e1fc6e910840d4621748e8f99ef3d6e5cbf752f /src/mesa/main
parent9d823a35134f47b9b0ed2493ff0fe49d9571c10f (diff)
minor clean-up
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/points.c26
1 files changed, 12 insertions, 14 deletions
diff --git a/src/mesa/main/points.c b/src/mesa/main/points.c
index fb1ab0a4466..66b38df3f2e 100644
--- a/src/mesa/main/points.c
+++ b/src/mesa/main/points.c
@@ -1,10 +1,10 @@
-/* $Id: points.c,v 1.6 1999/12/10 15:38:08 brianp Exp $ */
+/* $Id: points.c,v 1.7 2000/03/02 18:34:34 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -709,15 +709,14 @@ static void dist3(GLfloat *out, GLuint first, GLuint last,
const GLcontext *ctx, const GLvector4f *v)
{
GLuint stride = v->stride;
- GLfloat *p = VEC_ELT(v, GLfloat, first);
+ const GLfloat *p = VEC_ELT(v, GLfloat, first);
GLuint i;
- for (i = first ; i <= last ; i++, STRIDE_F(p, stride) )
- {
+ for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]+p[2]*p[2]);
- out[i] = 1/(ctx->Point.Params[0]+
- dist * (ctx->Point.Params[1] +
- dist * ctx->Point.Params[2]));
+ out[i] = 1.0F / (ctx->Point.Params[0] +
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
}
}
@@ -725,15 +724,14 @@ static void dist2(GLfloat *out, GLuint first, GLuint last,
const GLcontext *ctx, const GLvector4f *v)
{
GLuint stride = v->stride;
- GLfloat *p = VEC_ELT(v, GLfloat, first);
+ const GLfloat *p = VEC_ELT(v, GLfloat, first);
GLuint i;
- for (i = first ; i <= last ; i++, STRIDE_F(p, stride) )
- {
+ for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]);
- out[i] = 1/(ctx->Point.Params[0]+
- dist * (ctx->Point.Params[1] +
- dist * ctx->Point.Params[2]));
+ out[i] = 1.0F / (ctx->Point.Params[0] +
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
}
}