Comments: minor clarification

This commit is contained in:
Campbell Barton 2017-03-13 07:12:28 +11:00
parent b759d3c9c5
commit 10404e3e56

@ -2851,6 +2851,9 @@ bool barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[
/**
* \note: using #cross_tri_v2 means locations outside the triangle are correctly weighted
*
* \note This is *exactly* the same calculation as #resolve_tri_uv_v2,
* although it has double precision and is used for texture baking, so keep both.
*/
void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
{
@ -2890,9 +2893,11 @@ void barycentric_weights_v2_persp(const float v1[4], const float v2[4], const fl
}
}
/* same as #barycentric_weights_v2 but works with a quad,
/**
* same as #barycentric_weights_v2 but works with a quad,
* note: untested for values outside the quad's bounds
* this is #interp_weights_poly_v2 expanded for quads only */
* this is #interp_weights_poly_v2 expanded for quads only
*/
void barycentric_weights_v2_quad(const float v1[2], const float v2[2], const float v3[2], const float v4[2],
const float co[2], float w[4])
{
@ -3345,6 +3350,8 @@ void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3
* Barycentric reverse
*
* Compute coordinates (u, v) for point \a st with respect to triangle (\a st0, \a st1, \a st2)
*
* \note same basic result as #barycentric_weights_v2, see it's comment for details.
*/
void resolve_tri_uv_v2(float r_uv[2], const float st[2],
const float st0[2], const float st1[2], const float st2[2])