From 4bf6113ea921c54fac99332b9343a8e8b6d38ea9 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Wed, 18 Jul 2018 20:45:33 +0200 Subject: [PATCH] Fix some indentation. --- flow.cpp | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/flow.cpp b/flow.cpp index 9bae425..39b6a74 100644 --- a/flow.cpp +++ b/flow.cpp @@ -153,10 +153,10 @@ GLuint load_texture(const char *filename, unsigned width, unsigned height) GLuint link_program(GLuint vs_obj, GLuint fs_obj) { - GLuint program = glCreateProgram(); - glAttachShader(program, vs_obj); - glAttachShader(program, fs_obj); - glLinkProgram(program); + GLuint program = glCreateProgram(); + glAttachShader(program, vs_obj); + glAttachShader(program, fs_obj); + glLinkProgram(program); GLint success; glGetProgramiv(program, GL_LINK_STATUS, &success); if (success == GL_FALSE) { @@ -234,8 +234,8 @@ Sobel::Sobel() sobel_program = link_program(sobel_vs_obj, sobel_fs_obj); // Set up the VAO containing all the required position/texcoord data. - glCreateVertexArrays(1, &sobel_vao); - glBindVertexArray(sobel_vao); + glCreateVertexArrays(1, &sobel_vao); + glBindVertexArray(sobel_vao); GLint position_attrib = glGetAttribLocation(sobel_program, "position"); glEnableVertexArrayAttrib(sobel_vao, position_attrib); @@ -257,7 +257,7 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he glViewport(0, 0, level_width, level_height); glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo); - glBindVertexArray(sobel_vao); + glBindVertexArray(sobel_vao); glUseProgram(sobel_program); glDisable(GL_BLEND); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -286,8 +286,8 @@ MotionSearch::MotionSearch() motion_search_program = link_program(motion_vs_obj, motion_fs_obj); // Set up the VAO containing all the required position/texcoord data. - glCreateVertexArrays(1, &motion_search_vao); - glBindVertexArray(motion_search_vao); + glCreateVertexArrays(1, &motion_search_vao); + glBindVertexArray(motion_search_vao); glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo); GLint position_attrib = glGetAttribLocation(motion_search_program, "position"); @@ -320,7 +320,7 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL glViewport(0, 0, width_patches, height_patches); glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo); - glBindVertexArray(motion_search_vao); + glBindVertexArray(motion_search_vao); glUseProgram(motion_search_program); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -355,8 +355,8 @@ Densify::Densify() densify_program = link_program(densify_vs_obj, densify_fs_obj); // Set up the VAO containing all the required position/texcoord data. - glCreateVertexArrays(1, &densify_vao); - glBindVertexArray(densify_vao); + glCreateVertexArrays(1, &densify_vao); + glBindVertexArray(densify_vao); glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo); GLint position_attrib = glGetAttribLocation(densify_program, "position"); @@ -397,7 +397,7 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d glViewport(0, 0, level_width, level_height); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); - glBindVertexArray(densify_vao); + glBindVertexArray(densify_vao); glBindFramebuffer(GL_FRAMEBUFFER, dense_flow_fbo); glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches); } @@ -428,7 +428,7 @@ Prewarp::Prewarp() prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj); // Set up the VAO containing all the required position/texcoord data. - glCreateVertexArrays(1, &prewarp_vao); + glCreateVertexArrays(1, &prewarp_vao); glBindVertexArray(prewarp_vao); glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo); -- 2.39.2