Indentation/Coding Standard

This commit is contained in:
Atlante45 2016-01-12 20:49:38 -08:00
parent 47586e97a6
commit e8d7411eea
2 changed files with 5 additions and 5 deletions

View file

@ -316,8 +316,8 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
// NOTE: is this right? It seems like the "sun" should be based on the center of the // NOTE: is this right? It seems like the "sun" should be based on the center of the
// atmosphere, not where the camera is. // atmosphere, not where the camera is.
glm::vec3 keyLightLocation = _viewState->getAvatarPosition() glm::vec3 keyLightLocation = _viewState->getAvatarPosition() +
+ (inverseKeyLightDirection * data.getAtmosphereOuterRadius()); (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
data.setSunLocation(keyLightLocation); data.setSunLocation(keyLightLocation);

View file

@ -145,7 +145,7 @@ private:
glm::vec3 _lastAvatarPosition; glm::vec3 _lastAvatarPosition;
QVector<EntityItemID> _currentEntitiesInside; QVector<EntityItemID> _currentEntitiesInside;
bool _pendingSkyboxTexture = false; bool _pendingSkyboxTexture { false };
NetworkTexturePointer _skyboxTexture; NetworkTexturePointer _skyboxTexture;
bool _wantScripts; bool _wantScripts;
@ -164,11 +164,11 @@ private:
bool _displayModelBounds; bool _displayModelBounds;
bool _dontDoPrecisionPicking; bool _dontDoPrecisionPicking;
bool _shuttingDown = false; bool _shuttingDown { false };
QMultiMap<QUrl, EntityItemID> _waitingOnPreload; QMultiMap<QUrl, EntityItemID> _waitingOnPreload;
bool _hasPreviousZone = false; bool _hasPreviousZone { false };
std::shared_ptr<ZoneEntityItem> _bestZone; std::shared_ptr<ZoneEntityItem> _bestZone;
float _bestZoneVolume; float _bestZoneVolume;