Index: OpenSceneGraph/trunk/src/osgPlugins/3ds/WriterCompareTriangle.cpp
===================================================================
--- OpenSceneGraph/trunk/src/osgPlugins/3ds/WriterCompareTriangle.cpp (revision 10853)
+++ OpenSceneGraph/trunk/src/osgPlugins/3ds/WriterCompareTriangle.cpp (revision 11056)
@@ -33,8 +33,8 @@
 {
     static const unsigned int min = 1;
-    static const unsigned int max = 5;		// Number of blocks used to divide the scene (arbitrary but seems ok)
-	nbVerticesX = osg::clampBetween<unsigned int>(nbVerticesX, min, max);
-	nbVerticesY = osg::clampBetween<unsigned int>(nbVerticesY, min, max);
-	nbVerticesZ = osg::clampBetween<unsigned int>(nbVerticesZ, min, max);
+    static const unsigned int max = 5;        // Number of blocks used to divide the scene (arbitrary but seems ok)
+    nbVerticesX = osg::clampBetween<unsigned int>(nbVerticesX, min, max);
+    nbVerticesY = osg::clampBetween<unsigned int>(nbVerticesY, min, max);
+    nbVerticesZ = osg::clampBetween<unsigned int>(nbVerticesZ, min, max);
 }
 
@@ -43,6 +43,6 @@
     osg::BoundingBox::vec_type length = sceneBox._max - sceneBox._min;
 
-    static const float k = 1.3f;		// Arbitrary constant multiplier for density computation ("simulates" non-uniform point distributions)
-	// Computes "density" of points, and thus the number of blocks to divide the mesh into
+    static const float k = 1.3f;        // Arbitrary constant multiplier for density computation ("simulates" non-uniform point distributions)
+    // Computes "density" of points, and thus the number of blocks to divide the mesh into
     unsigned int nbVerticesX = static_cast<unsigned int>( (nbVertices * k) / (length.z() * length.y()) );
     unsigned int nbVerticesY = static_cast<unsigned int>( (nbVertices * k) / (length.z() * length.x()) );
@@ -132,4 +132,4 @@
 
 int WriterCompareTriangle::inWhichBox(const osg::BoundingBox::vec_type & point) const {
-	return inWhichBox(point.x(), point.y(), point.z());
+    return inWhichBox(point.x(), point.y(), point.z());
 }
