Cleanup: comment blocks

This commit is contained in:
Campbell Barton 2016-07-02 10:02:04 +10:00
parent 1077514896
commit 9f5621bb4a
47 changed files with 312 additions and 313 deletions

@ -450,8 +450,8 @@ ccl_device_inline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Intersect
else if(level == 1) {
/* the maximum recursion depth is reached.
* check if dP0.(Q-P0)>=0 and dPn.(Pn-Q)>=0.
* dP* is reversed if necessary.*/
* check if dP0.(Q-P0)>=0 and dPn.(Pn-Q)>=0.
* dP* is reversed if necessary.*/
float t = isect->t;
float u = 0.0f;
float gd = 0.0f;

@ -51,8 +51,8 @@ ccl_device float area_light_sample(float3 P,
bool sample_coord)
{
/* In our name system we're using P for the center,
* which is o in the paper.
*/
* which is o in the paper.
*/
float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f;
float axisu_len, axisv_len;

@ -769,7 +769,7 @@ typedef ccl_addr_space struct ShaderData {
int type;
/* parametric coordinates
* - barycentric weights for triangles */
* - barycentric weights for triangles */
float u;
float v;
/* object id if there is one, ~0 otherwise */
@ -792,14 +792,14 @@ typedef ccl_addr_space struct ShaderData {
#endif
#ifdef __DPDU__
/* differential of P w.r.t. parametric coordinates. note that dPdu is
* not readily suitable as a tangent for shading on triangles. */
* not readily suitable as a tangent for shading on triangles. */
float3 dPdu;
float3 dPdv;
#endif
#ifdef __OBJECT_MOTION__
/* object <-> world space transformations, cached to avoid
* re-interpolating them constantly for shading */
* re-interpolating them constantly for shading */
Transform ob_tfm;
Transform ob_itfm;
#endif
@ -1171,11 +1171,11 @@ typedef ccl_addr_space struct DebugData {
#define QUEUE_EMPTY_SLOT -1
/*
* Queue 1 - Active rays
* Queue 2 - Background queue
* Queue 3 - Shadow ray cast kernel - AO
* Queeu 4 - Shadow ray cast kernel - direct lighting
*/
* Queue 1 - Active rays
* Queue 2 - Background queue
* Queue 3 - Shadow ray cast kernel - AO
* Queeu 4 - Shadow ray cast kernel - direct lighting
*/
#define NUM_QUEUES 4
/* Queue names */

@ -611,10 +611,10 @@ static float sky_perez_function(float lam[6], float theta, float gamma)
static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
{
/*
* We re-use the SunSky struct of the new model, to avoid extra variables
* zenith_Y/x/y is now radiance_x/y/z
* perez_Y/x/y is now config_x/y/z
*/
* We re-use the SunSky struct of the new model, to avoid extra variables
* zenith_Y/x/y is now radiance_x/y/z
* perez_Y/x/y is now config_x/y/z
*/
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;

@ -15,19 +15,19 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file decklink/DeckLinkAPI.cpp
* \ingroup decklink
*/
* \ingroup decklink
*/
#include "DeckLinkAPI.h"

@ -15,19 +15,19 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file decklink/DeckLinkAPI.h
* \ingroup decklink
*/
* \ingroup decklink
*/
#ifndef __DECKLINKAPI_H__
#define __DECKLINKAPI_H__

@ -1,33 +1,33 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gpudirect/dvpapi.c
* \ingroup gpudirect
*/
* \ingroup gpudirect
*/
#ifdef WIN32

@ -1,33 +1,33 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gpudirect/dvpapi.h
* \ingroup gpudirect
*/
* \ingroup gpudirect
*/
#ifndef __DVPAPI_H__
#define __DVPAPI_H__

@ -46,8 +46,8 @@ struct MFace;
typedef struct LinkNode BVHCache;
/**
* struct that kepts basic information about a BVHTree build from a editmesh
*/
* struct that kepts basic information about a BVHTree build from a editmesh
*/
typedef struct BVHTreeFromEditMesh {
struct BVHTree *tree;

@ -1159,7 +1159,7 @@ static void init_meta(EvaluationContext *eval_ctx, PROCESS *process, Scene *scen
new_ml->imat = BLI_memarena_alloc(process->pgn_elements, 4 * 4 * sizeof(float));
/* too big stiffness seems only ugly due to linear interpolation
* no need to have possibility for too big stiffness */
* no need to have possibility for too big stiffness */
if (ml->s > 10.0f) new_ml->s = 10.0f;
else new_ml->s = ml->s;
@ -1294,7 +1294,7 @@ void BKE_mball_polygonize(EvaluationContext *eval_ctx, Scene *scene, Object *ob,
build_bvh_spatial(&process, &process.metaball_bvh, 0, process.totelem, &process.allbb);
/* don't polygonize metaballs with too high resolution (base mball to small)
* note: Eps was 0.0001f but this was giving problems for blood animation for durian, using 0.00001f */
* note: Eps was 0.0001f but this was giving problems for blood animation for durian, using 0.00001f */
if (ob->size[0] > 0.00001f * (process.allbb.max[0] - process.allbb.min[0]) ||
ob->size[1] > 0.00001f * (process.allbb.max[1] - process.allbb.min[1]) ||
ob->size[2] > 0.00001f * (process.allbb.max[2] - process.allbb.min[2]))

@ -2243,7 +2243,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
.. keeping G.debug_value==17 0x11 option for old files 'needing' the bug*/
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
* this will ruin adaptive stepsize AKA heun! (BM)
*/
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;

@ -2020,7 +2020,7 @@ MINLINE float dist_squared_ray_to_aabb_scaled_v3__impl(
/* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/
float v1[3], v2[3];
/* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin)
* `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/
* `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/
float rtmin, rtmax, mul;
/* `main_axis` is the axis equivalent to edge close to the ray */
int main_axis;

@ -1849,11 +1849,11 @@ static void build_boundary(BevelParams *bp, BevVert *bv, bool construct)
do {
BLI_assert(e->is_bev);
/* Make the BoundVert for the right side of e; other side will be made
* when the beveled edge to the left of e is handled.
* Analyze edges until next beveled edge.
* They are either "in plane" (preceding and subsequent faces are coplanar)
* or not. The "non-in-plane" edges effect silhouette and we prefer to slide
* along one of those if possible. */
* when the beveled edge to the left of e is handled.
* Analyze edges until next beveled edge.
* They are either "in plane" (preceding and subsequent faces are coplanar)
* or not. The "non-in-plane" edges effect silhouette and we prefer to slide
* along one of those if possible. */
nip = nnip = 0; /* counts of in-plane / not-in-plane */
enip = eip = NULL; /* representatives of each */
for (e2 = e->next; !e2->is_bev; e2 = e2->next) {

@ -372,8 +372,8 @@ void bc_triangulate_mesh(Mesh *me)
}
/*
* A bone is a leaf when it has no children or all children are not connected.
*/
* A bone is a leaf when it has no children or all children are not connected.
*/
bool bc_is_leaf_bone(Bone *bone)
{
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
@ -412,10 +412,10 @@ int bc_set_layer(int bitfield, int layer, bool enable)
}
/**
* BoneExtended is a helper class needed for the Bone chain finder
* See ArmatureImporter::fix_leaf_bones()
* and ArmatureImporter::connect_bone_chains()
**/
* BoneExtended is a helper class needed for the Bone chain finder
* See ArmatureImporter::fix_leaf_bones()
* and ArmatureImporter::connect_bone_chains()
*/
BoneExtended::BoneExtended(EditBone *aBone)
{

@ -95,9 +95,9 @@ public:
void execute(WorkPackage *work);
/**
* @brief determine an image format
* @param memorybuffer
*/
* @brief determine an image format
* @param memorybuffer
*/
static const cl_image_format *determineImageFormat(MemoryBuffer *memoryBuffer);
cl_context getContext() { return this->m_context; }

@ -1434,20 +1434,20 @@ void DepsgraphRelationBuilder::build_rig(Scene *scene, Object *ob)
}
/* IK Solvers...
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* - We build relations for these before the dependencies
* between ops in the same component as it is necessary
* to check whether such bones are in the same IK chain
* (or else we get weird issues with either in-chain
* references, or with bones being parented to IK'd bones)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
* - Animated chain-lengths are a problem...
*/
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* - We build relations for these before the dependencies
* between ops in the same component as it is necessary
* to check whether such bones are in the same IK chain
* (or else we get weird issues with either in-chain
* references, or with bones being parented to IK'd bones)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
* - Animated chain-lengths are a problem...
*/
RootPChanMap root_map;
bool pose_depends_on_local_transform = false;
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {

@ -552,8 +552,8 @@ bool gp_smooth_stroke(bGPDstroke *gps, int i, float inf, bool affect_pressure)
}
/* Only affect endpoints by a fraction of the normal strength,
* to prevent the stroke from shrinking too much
*/
* to prevent the stroke from shrinking too much
*/
if ((i == 0) || (i == gps->totpoints - 1)) {
inf *= 0.1f;
}

@ -1401,8 +1401,8 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
float blend = z_abs * (1.0f - pow2f(la->spotblend));
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
circ(0.0f, 0.0f, blend);
}

@ -1390,9 +1390,10 @@ static bool snapEditMesh(
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with very far
* away ray_start values (as returned in case of ortho view3d), see T38358.
*/
/* We pass a temp ray_start, set from object's boundbox,
* to avoid precision issues with very far away ray_start values
* (as returned in case of ortho view3d), see T38358.
*/
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */
madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local,
len_diff + ray_depth_range[0]);

@ -63,13 +63,13 @@ template <class T> inline void ogf_swap(T& x, T& y)
//_________________________________________________________
/**
* NormalCycle evaluates the curvature tensor in function
* of a set of dihedral angles and associated vectors.
* Reference:
* Restricted Delaunay Triangulation and Normal Cycle,
* D. Cohen-Steiner and J.M. Morvan,
* SOCG 2003
*/
* NormalCycle evaluates the curvature tensor in function
* of a set of dihedral angles and associated vectors.
* Reference:
* Restricted Delaunay Triangulation and Normal Cycle,
* D. Cohen-Steiner and J.M. Morvan,
* SOCG 2003
*/
class NormalCycle {
public:
NormalCycle();

@ -121,7 +121,7 @@ static PyObject *StrokeVertexIterator_iternext(BPy_StrokeVertexIterator *self)
return NULL;
}
/* If at the start of the iterator, only return the object
* and don't increment, to keep for-loops in sync */
* and don't increment, to keep for-loops in sync */
else if (self->at_start) {
self->at_start = false;
}

@ -298,9 +298,9 @@ public:
inline void setShininess(const float s);
/*! Sets the line color priority.
* \param priority
* Priority
*/
* \param priority
* Priority
*/
inline void setPriority(const int priority);
/* operators */

@ -46,8 +46,8 @@ namespace Predicates1D {
// DensityLowerThanUP1D
/*! Returns true if the density evaluated for the
* Interface1D is less than a user-defined density value.
*/
* Interface1D is less than a user-defined density value.
*/
class DensityLowerThanUP1D : public UnaryPredicate1D
{
public:

@ -619,9 +619,9 @@ public:
}
/*! Builds the shader.
* \param nodetree
* A node tree (of new shading nodes) to define textures.
*/
* \param nodetree
* A node tree (of new shading nodes) to define textures.
*/
BlenderTextureShader(bNodeTree *nodetree) : StrokeShader()
{
_nodeTree = nodetree;

@ -605,15 +605,15 @@ public:
*/
int Resample(float iSampling);
/*! Removes all vertices from the Stroke.
*/
void RemoveAllVertices();
/*! Removes all vertices from the Stroke.
*/
void RemoveAllVertices();
/*! Removes the stroke vertex iVertex
* from the stroke.
* The length and curvilinear abscissa are updated
* consequently.
*/
* from the stroke.
* The length and curvilinear abscissa are updated
* consequently.
*/
void RemoveVertex(StrokeVertex *iVertex);
/*! Inserts the stroke vertex iVertex in the stroke before next.

@ -429,12 +429,12 @@ public:
// QiF0D
/*! Returns the quantitative invisibility of this Interface0D.
* This evaluation can be ambiguous (in the case of a TVertex for example).
* This functor tries to remove this ambiguity using the context offered by the 1D element to which the
* Interface0DIterator& belongs to.
* However, there still can be problematic cases, and the user willing to deal with this cases in a specific way
* should implement its own getQIF0D functor.
*/
* This evaluation can be ambiguous (in the case of a TVertex for example).
* This functor tries to remove this ambiguity using the context offered by the 1D element to which the
* Interface0DIterator& belongs to.
* However, there still can be problematic cases, and the user willing to deal with this cases in a specific way
* should implement its own getQIF0D functor.
*/
class QuantitativeInvisibilityF0D : public UnaryFunction0D<unsigned int>
{
public:

@ -1204,9 +1204,9 @@ public:
}
/*! Returns the index of the material of the face lying on the
* right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no material.
*/
* right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no material.
*/
inline unsigned aFrsMaterialIndex() const
{
return _aFrsMaterialIndex;

@ -372,21 +372,21 @@ void gts_vertex_principal_directions(WVertex *v, Vec3r Kh, real Kg, Vec3r &e1, V
f2 = e->GetbFace();
/* We are solving for the values of the curvature tensor
* B = [ a b ; b c ].
* The computations here are from section 5 of [Meyer et al 2002].
*
* The first step is to calculate the linear equations governing the values of (a,b,c). These can be computed
* by setting the derivatives of the error E to zero (section 5.3).
*
* Since a + c = norm(Kh), we only compute the linear equations for dE/da and dE/db. (NB: [Meyer et al 2002]
* has the equation a + b = norm(Kh), but I'm almost positive this is incorrect).
*
* Note that the w_ij (defined in section 5.2) are all scaled by (1/8*A_mixed). We drop this uniform scale
* factor because the solution of the linear equations doesn't rely on it.
*
* The terms of the linear equations are xterm_dy with x in {a,b,c} and y in {a,b}. There are also const_dy
* terms that are the constant factors in the equations.
*/
* B = [ a b ; b c ].
* The computations here are from section 5 of [Meyer et al 2002].
*
* The first step is to calculate the linear equations governing the values of (a,b,c). These can be computed
* by setting the derivatives of the error E to zero (section 5.3).
*
* Since a + c = norm(Kh), we only compute the linear equations for dE/da and dE/db. (NB: [Meyer et al 2002]
* has the equation a + b = norm(Kh), but I'm almost positive this is incorrect).
*
* Note that the w_ij (defined in section 5.2) are all scaled by (1/8*A_mixed). We drop this uniform scale
* factor because the solution of the linear equations doesn't rely on it.
*
* The terms of the linear equations are xterm_dy with x in {a,b,c} and y in {a,b}. There are also const_dy
* terms that are the constant factors in the equations.
*/
/* find the vector from v along edge e */
vec_edge = Vec3r(-1 * e->GetVec());
@ -400,7 +400,7 @@ void gts_vertex_principal_directions(WVertex *v, Vec3r Kh, real Kg, Vec3r &e1, V
/* section 5.2 */
/* I don't like performing a minimization where some of the weights can be negative (as can be the case
* if f1 or f2 are obtuse). To ensure all-positive weights, we check for obtuseness. */
* if f1 or f2 are obtuse). To ensure all-positive weights, we check for obtuseness. */
weight = 0.0;
if (!triangle_obtuse(v, f1)) {
weight += ve2 * cotan(f1->GetNextOEdge(e->twin())->GetbVertex(), e->GetaVertex(), e->GetbVertex()) / 8.0;

@ -1,29 +1,29 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015 by the Blender Foundation.
* All rights reserved.
*
* Contributor(s): Jack Simpson,
* Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*
*/
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 by the Blender Foundation.
* All rights reserved.
*
* Contributor(s): Jack Simpson,
* Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/modifiers/intern/MOD_correctivesmooth.c
* \ingroup modifiers

@ -1,23 +1,23 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/modifiers/intern/MOD_wireframe.c
* \ingroup modifiers

@ -23,8 +23,7 @@
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
*/
#include "node_shader_util.h"

@ -23,8 +23,7 @@
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
*/
#include "node_shader_util.h"

@ -901,8 +901,8 @@ static void bpy_module_free(void *UNUSED(mod))
bool BPY_string_is_keyword(const char *str)
{
/* list is from...
* ", ".join(['"%s"' % kw for kw in __import__("keyword").kwlist])
*/
* ", ".join(['"%s"' % kw for kw in __import__("keyword").kwlist])
*/
const char *kwlist[] = {
"False", "None", "True",
"and", "as", "assert", "break",

@ -2178,12 +2178,12 @@ static void init_freestyle(Render *re)
re->freestyle_bmain = BKE_main_new();
/* We use the same window manager for freestyle bmain as
* real bmain uses. This is needed because freestyle's
* bmain could be used to tag scenes for update, which
* implies call of ED_render_scene_update in some cases
* and that function requires proper window manager
* to present (sergey)
*/
* real bmain uses. This is needed because freestyle's
* bmain could be used to tag scenes for update, which
* implies call of ED_render_scene_update in some cases
* and that function requires proper window manager
* to present (sergey)
*/
re->freestyle_bmain->wm = re->main->wm;
FRS_init_stroke_renderer(re);

@ -3,17 +3,17 @@
*/
// IntValue.cpp: implementation of the CIntValue class.
/*
* Copyright (c) 1996-2000 Erwin Coumans <coockie@acm.org>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies and
* that both that copyright notice and this permission notice appear
* in supporting documentation. Erwin Coumans makes no
* representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
*/
* Copyright (c) 1996-2000 Erwin Coumans <coockie@acm.org>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies and
* that both that copyright notice and this permission notice appear
* in supporting documentation. Erwin Coumans makes no
* representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
*/
#include <stdio.h>

@ -46,8 +46,8 @@
#include "KX_PyConstraintBinding.h" // for PHY_SetActiveEnvironment
/**********************************
* Begin Blender include block
**********************************/
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
@ -103,8 +103,8 @@ extern char datatoc_bmonofont_ttf[];
#include "GPU_draw.h"
/**********************************
* End Blender include block
**********************************/
* End Blender include block
**********************************/
#include "BL_System.h"
#include "GPG_Application.h"
@ -463,8 +463,8 @@ int main(
/* Win32 Unicode Args */
/* NOTE: cannot use guardedalloc malloc here, as it's not yet initialized
* (it depends on the args passed in, which is what we're getting here!)
*/
* (it depends on the args passed in, which is what we're getting here!)
*/
{
wchar_t **argv_16 = CommandLineToArgvW(GetCommandLineW(), &argc);
argv = (char**)malloc(argc * sizeof(char *));

@ -542,14 +542,14 @@ protected:
CcdPhysicsController (const CcdConstructionInfo& ci);
/**
* Delete the current Bullet shape used in the rigid body.
*/
* Delete the current Bullet shape used in the rigid body.
*/
bool DeleteControllerShape();
/**
* Delete the old Bullet shape and set the new Bullet shape : newShape
* \param newShape The new Bullet shape to set, if is NULL we create a new Bullet shape
*/
* Delete the old Bullet shape and set the new Bullet shape : newShape
* \param newShape The new Bullet shape to set, if is NULL we create a new Bullet shape
*/
bool ReplaceControllerShape(btCollisionShape *newShape);
virtual ~CcdPhysicsController();

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/

@ -15,12 +15,12 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/