message: axes all 'inline's from scivis renderer - those fcts are too large to profit from inlining, anyway, and it makes it slooooooow to compile
diff: @@ -60,21 +60,21 @@ struct SciVisShadingInfo
  float local_opacity;
  };
  -inline float lightAlpha(const uniform SciVisRenderer *uniform self,
  +float lightAlpha(const uniform SciVisRenderer *uniform self,
  Ray &ray, uniform Model *uniform model,
  const float weight,
  const varying float &rayOffset,
  const varying vec3i &sampleID,
  const uniform float quality);
  -inline Volume *
  +Volume *
  SciVisRenderer_intersectVolumes(const uniform SciVisRenderer *uniform renderer,
  varying Ray &ray,
  const varying float &rayOffset);
  // Function definitions ///////////////////////////////////////////////////////
  -inline void initShadingInfo(varying SciVisShadingInfo &info)
  +void initShadingInfo(varying SciVisShadingInfo &info)
  {
  info.d = 1.f;
  info.Ns = 0.f;
  @@ -86,7 +86,7 @@ inline void initShadingInfo(varying SciVisShadingInfo &info)
  // Material functions //
  -inline void shadeMaterials(const varying DifferentialGeometry &dg,
  +void shadeMaterials(const varying DifferentialGeometry &dg,
  varying SciVisShadingInfo &info)
  {
  uniform SciVisMaterial *scivisMaterial =
  @@ -129,7 +129,7 @@ inline void shadeMaterials(const varying DifferentialGeometry &dg,
  // AO functions //
  -inline float calculateAO(const uniform SciVisRenderer *uniform self,
  +float calculateAO(const uniform SciVisRenderer *uniform self,
  const varying vec3i &sampleID,
  const varying DifferentialGeometry &dg,
  const varying vec3f &shadingNormal)
  @@ -172,7 +172,7 @@ inline float calculateAO(const uniform SciVisRenderer *uniform self,
  return 1.0f - occlusion/self->aoSamples;
  }
  -inline void shadeAO(const uniform SciVisRenderer *uniform self,
  +void shadeAO(const uniform SciVisRenderer *uniform self,
  const varying vec3i &sampleID,
  const varying DifferentialGeometry &dg,
  const varying SciVisShadingInfo &info,
  @@ -188,7 +188,7 @@ inline void shadeAO(const uniform SciVisRenderer *uniform self,
  color = color + (info.local_opacity * ao) * info.Kd * self->aoColor;
  }
  -inline void shadeLights(const uniform SciVisRenderer *uniform self,
  +void shadeLights(const uniform SciVisRenderer *uniform self,
  const varying Ray &ray,
  const varying DifferentialGeometry &dg,
  const varying SciVisShadingInfo &info,
  @@ -241,7 +241,7 @@ inline void shadeLights(const uniform SciVisRenderer *uniform self,
  // Volume shading //
  -inline vec4f SciVisRenderer_computeVolumeSample(SciVisRenderer *uniform renderer,
  +vec4f SciVisRenderer_computeVolumeSample(SciVisRenderer *uniform renderer,
  Volume *uniform volume,
  varying Ray &ray, const varying float &rayOffset,
  const varying vec3i &sampleID)
  @@ -468,7 +468,7 @@ vec4f SciVisRenderer_computeVolumeInterval(const SciVisRenderer *uniform rendere
  return intervalColor;
  }
  -inline
  +
  vec4f SciVisRenderer_computeGeometrySample(SciVisRenderer *uniform self,
  const varying vec3i &sampleID,
  varying Ray &ray, const varying float &rayOffset)
  @@ -536,7 +536,7 @@ vec4f SciVisRenderer_computeGeometrySample(SciVisRenderer *uniform self,
  * volume is found, the returned volume is NULL and ray.t0 will be set to
  * infinity.
  */
  -inline Volume *
  +Volume *
  SciVisRenderer_intersectVolumes(const uniform SciVisRenderer *uniform renderer,
  varying Ray &ray,
  const varying float &rayOffset)
  @@ -588,7 +588,7 @@ SciVisRenderer_intersectVolumes(const uniform SciVisRenderer *uniform renderer,
  // Lighting functions //
  -inline float lightAlpha(const uniform SciVisRenderer *uniform self,
  +float lightAlpha(const uniform SciVisRenderer *uniform self,
  Ray &ray, uniform Model *uniform model,
  const float weight,
  const varying float &rayOffset,
  