forked from bartvdbraak/blender
Cleanup: use '#if 0' for commented code-block
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879b89e967
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2e99a74df9
@ -220,11 +220,13 @@ ccl_device void svm_node_hair_info(
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stack_store_float(stack, out_offset, data);
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break;
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}
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/*case NODE_INFO_CURVE_FADE: {
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# if 0
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case NODE_INFO_CURVE_FADE: {
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data = sd->curve_transparency;
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stack_store_float(stack, out_offset, data);
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break;
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}*/
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}
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# endif
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case NODE_INFO_CURVE_TANGENT_NORMAL: {
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data3 = curve_tangent_normal(kg, sd);
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stack_store_float3(stack, out_offset, data3);
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@ -4425,12 +4425,12 @@ void HairInfoNode::compile(SVMCompiler &compiler)
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if (!out->links.empty()) {
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compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, compiler.stack_assign(out));
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}
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/*out = output("Fade");
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#if 0
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out = output("Fade");
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if(!out->links.empty()) {
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compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, compiler.stack_assign(out));
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}*/
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}
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#endif
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out = output("Random");
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if (!out->links.empty()) {
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int attr = compiler.attribute(ATTR_STD_CURVE_RANDOM);
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@ -553,10 +553,12 @@ GHOST_TSuccess GHOST_SystemCocoa::init()
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// ProcessSerialNumber psn;
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// Carbon stuff to move window & menu to foreground
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/*if (!GetCurrentProcess(&psn)) {
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#if 0
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if (!GetCurrentProcess(&psn)) {
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TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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SetFrontProcess(&psn);
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}*/
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}
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#endif
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@autoreleasepool {
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[NSApplication sharedApplication]; // initializes NSApp
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@ -425,14 +425,15 @@ tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThres
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index = 0;
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for (f = 0; f < iNrFaces; f++) {
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const int verts = pContext->m_pInterface->m_getNumVerticesOfFace(pContext, f);
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if (verts != 3 && verts != 4)
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if (verts != 3 && verts != 4) {
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continue;
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}
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// I've decided to let degenerate triangles and group-with-anythings
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// vary between left/right hand coordinate systems at the vertices.
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// All healthy triangles on the other hand are built to always be either or.
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/*// force the coordinate system orientation to be uniform for every face.
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#if 0
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// force the coordinate system orientation to be uniform for every face.
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// (this is already the case for good triangles but not for
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// degenerate ones and those with bGroupWithAnything==true)
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bool bOrient = psTspace[index].bOrient;
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@ -447,7 +448,8 @@ tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThres
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else ++i;
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}
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if (!bNotFound) bOrient = psTspace[index+i].bOrient;
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}*/
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}
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#endif
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// set data
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for (i = 0; i < verts; i++) {
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