Cleanup: comment blocks

This commit is contained in:
Campbell Barton 2016-07-15 02:36:21 +10:00
parent 39dee8a201
commit 8343518272
19 changed files with 53 additions and 41 deletions

@ -184,7 +184,7 @@ void Object::apply_transform(bool apply_to_motion)
} }
/* tfm is not reset to identity, all code that uses it needs to check the /* tfm is not reset to identity, all code that uses it needs to check the
transform_applied boolean */ * transform_applied boolean */
} }
void Object::tag_update(Scene *scene) void Object::tag_update(Scene *scene)

@ -1985,9 +1985,8 @@ GHOST_TSuccess GHOST_SystemX11::pushDragDropEvent(GHOST_TEventType eventType,
); );
} }
#endif #endif
/* /**
* These callbacks can be used for debugging, so we can breakpoint on an X11 error. * These callbacks can be used for debugging, so we can breakpoint on an X11 error.
* *
* Dummy function to get around IO Handler exiting if device invalid * Dummy function to get around IO Handler exiting if device invalid
* Basically it will not crash blender now if you have a X device that * Basically it will not crash blender now if you have a X device that

@ -26,7 +26,6 @@
*/ */
/** /**
* Copyright (C) 2001 NaN Technologies B.V. * Copyright (C) 2001 NaN Technologies B.V.
* Simple test of memory. * Simple test of memory.
*/ */

@ -3472,7 +3472,7 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
if (!flush && compareDrawOptions) { if (!flush && compareDrawOptions) {
/* also compare draw options and flush buffer if they're different /* also compare draw options and flush buffer if they're different
* need for face selection highlight in edit mode */ * need for face selection highlight in edit mode */
flush |= compareDrawOptions(userData, actualFace, next_actualFace) == 0; flush |= compareDrawOptions(userData, actualFace, next_actualFace) == 0;
} }

@ -125,7 +125,7 @@ typedef struct PathLinkState {
/** /**
\name Min Dist Dir Util \name Min Dist Dir Util
*
* Simply getting the closest intersecting vert/edge is _not_ good enough. see T43792 * Simply getting the closest intersecting vert/edge is _not_ good enough. see T43792
* we need to get the closest in both directions since the absolute closest may be a dead-end. * we need to get the closest in both directions since the absolute closest may be a dead-end.
* *

@ -539,8 +539,8 @@ void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::str
} }
/* If numeric layers and labeled layers are used in parallel (unlikely), /* If numeric layers and labeled layers are used in parallel (unlikely),
we get a potential mixup. Just leave as is for now. * we get a potential mixup. Just leave as is for now.
*/ */
this->bone_layers = bc_set_layer(this->bone_layers, pos); this->bone_layers = bc_set_layer(this->bone_layers, pos);
} }

@ -1,5 +1,4 @@
/* /*
* Copyright 2012, Blender Foundation. * Copyright 2012, Blender Foundation.
* *
* This program is free software; you can redistribute it and/or * This program is free software; you can redistribute it and/or

@ -1138,7 +1138,7 @@ static bool ui_but_event_property_operator_string(const bContext *C, uiBut *but,
* as new items are added to the menu later on. It also optimises efficiency - * as new items are added to the menu later on. It also optimises efficiency -
* a radial menu is best kept symmetrical, with as large an angle between * a radial menu is best kept symmetrical, with as large an angle between
* items as possible, so that the gestural mouse movements can be fast and inexact. * items as possible, so that the gestural mouse movements can be fast and inexact.
*
* It starts off with two opposite sides for the first two items * It starts off with two opposite sides for the first two items
* then joined by the one below for the third (this way, even with three items, * then joined by the one below for the third (this way, even with three items,
* the menu seems to still be 'in order' reading left to right). Then the fourth is * the menu seems to still be 'in order' reading left to right). Then the fourth is

@ -3538,8 +3538,10 @@ static int vgroup_sort_name(const void *def_a_ptr, const void *def_b_ptr)
return BLI_natstrcmp(def_a->name, def_b->name); return BLI_natstrcmp(def_a->name, def_b->name);
} }
/* Sorts the weight groups according to the bone hierarchy of the /**
associated armature (similar to how bones are ordered in the Outliner) */ * Sorts the weight groups according to the bone hierarchy of the
* associated armature (similar to how bones are ordered in the Outliner)
*/
static void vgroup_sort_bone_hierarchy(Object *ob, ListBase *bonebase) static void vgroup_sort_bone_hierarchy(Object *ob, ListBase *bonebase)
{ {
if (bonebase == NULL) { if (bonebase == NULL) {

@ -537,7 +537,7 @@ void ED_view3d_win_to_delta(const ARegion *ar, const float mval[2], float out[3]
* \note Orthographic views have a less obvious origin, * \note Orthographic views have a less obvious origin,
* Since far clip can be a very large value resulting in numeric precision issues, * Since far clip can be a very large value resulting in numeric precision issues,
* the origin in this case is close to zero coordinate. * the origin in this case is close to zero coordinate.
*
* \param ar The region (used for the window width and height). * \param ar The region (used for the window width and height).
* \param mval The area relative 2d location (such as event->mval converted to floats). * \param mval The area relative 2d location (such as event->mval converted to floats).
* \param out The resulting normalized world-space direction vector. * \param out The resulting normalized world-space direction vector.

@ -219,12 +219,12 @@ static void raycast_all_cb(void *userdata, int index, const BVHTreeRay *ray, BVH
/* -------------------------------------------------------------------- */ /* -------------------------------------------------------------------- */
/** \Common utilities /** \Common utilities
* \{ */ * \{ */
/** /**
* 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 BVHTreeFromMeshType { typedef struct BVHTreeFromMeshType {
void *userdata; void *userdata;
char type; char type;
@ -253,11 +253,11 @@ static void precalc_project(
} }
/** /**
* From a threshold (maximum distance to snap in pixels) returns: * From a threshold (maximum distance to snap in pixels) returns:
* *
* - The *real* distance (3D) if you are in orthographic-view. * - The *real* distance (3D) if you are in orthographic-view.
* - The *tangent* (view cone radius at distance 1.0) if you are in perspective-view. * - The *tangent* (view cone radius at distance 1.0) if you are in perspective-view.
*/ */
static float dist_px_to_dist3d_or_tangent(const ARegion *ar, const float dist_px) static float dist_px_to_dist3d_or_tangent(const ARegion *ar, const float dist_px)
{ {
const RegionView3D *rv3d = ar->regiondata; const RegionView3D *rv3d = ar->regiondata;
@ -470,7 +470,7 @@ static bool test_projected_edge_dist(
/* -------------------------------------------------------------------- */ /* -------------------------------------------------------------------- */
/** \Walk DFS /** \Walk DFS
* \{ */ * \{ */
typedef struct Object_Nearest2dPrecalc { typedef struct Object_Nearest2dPrecalc {
float ray_origin_local[3]; float ray_origin_local[3];
float ray_direction_local[3]; float ray_direction_local[3];
@ -1562,9 +1562,9 @@ static bool snapEditMesh(
mul_m4_v3(imat, ray_org_local); mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, /* We pass a temp ray_start, set from object's boundbox,
* to avoid precision issues with very far away ray_start values * to avoid precision issues with very far away ray_start values
* (as returned in case of ortho view3d), see T38358. * (as returned in case of ortho view3d), see T38358.
*/ */
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */ 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 + depth_range[0]); madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local, len_diff + depth_range[0]);
local_depth -= len_diff; local_depth -= len_diff;

@ -916,7 +916,7 @@ void GPU_buffer_unlock(GPUBuffer *UNUSED(buffer), GPUBindingType binding)
{ {
int bindtypegl = gpu_binding_type_gl[binding]; int bindtypegl = gpu_binding_type_gl[binding];
/* note: this operation can fail, could return /* note: this operation can fail, could return
* an error code from this function? */ * an error code from this function? */
glUnmapBuffer(bindtypegl); glUnmapBuffer(bindtypegl);
glBindBuffer(bindtypegl, 0); glBindBuffer(bindtypegl, 0);
} }

@ -803,7 +803,7 @@ static void **gpu_gen_cube_map(unsigned int *rect, float *frect, int rectw, int
* | | | | * | | | |
* | NegZ | PosZ | PosY | * | NegZ | PosZ | PosY |
* |______|______|______| * |______|______|______|
*/ */
if (use_high_bit_depth) { if (use_high_bit_depth) {
float (*frectb)[4] = (float(*)[4])frect; float (*frectb)[4] = (float(*)[4])frect;
float (**fsides)[4] = (float(**)[4])sides; float (**fsides)[4] = (float(**)[4])sides;

@ -77,9 +77,10 @@ static struct GPUGlobal {
GPUDeviceType device; GPUDeviceType device;
GPUOSType os; GPUOSType os;
GPUDriverType driver; GPUDriverType driver;
float dfdyfactors[2]; /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
calculate dfdy in shader differently when drawing to an offscreen buffer. First * calculate dfdy in shader differently when drawing to an offscreen buffer. First
number is factor on screen and second is off-screen */ * number is factor on screen and second is off-screen */
float dfdyfactors[2];
float max_anisotropy; float max_anisotropy;
} GG = {1, 0}; } GG = {1, 0};

@ -3127,8 +3127,11 @@ void RNA_property_collection_add(PointerRNA *ptr, PropertyRNA *prop, PointerRNA
RNA_parameter_list_free(&params); RNA_parameter_list_free(&params);
} }
} }
/*else #if 0
printf("%s %s.%s: not implemented for this property.\n", __func__, ptr->type->identifier, prop->identifier);*/ else {
printf("%s %s.%s: not implemented for this property.\n", __func__, ptr->type->identifier, prop->identifier);
}
#endif
#endif #endif
if (r_ptr) { if (r_ptr) {
@ -3187,8 +3190,11 @@ bool RNA_property_collection_remove(PointerRNA *ptr, PropertyRNA *prop, int key)
return false; return false;
} }
/*else #if 0
printf("%s %s.%s: only supported for id properties.\n", __func__, ptr->type->identifier, prop->identifier);*/ else {
printf("%s %s.%s: only supported for id properties.\n", __func__, ptr->type->identifier, prop->identifier);
}
#endif
#endif #endif
return false; return false;
} }

@ -1033,7 +1033,7 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
ob->gameflag &= ~(OB_SENSOR | OB_OCCLUDER | OB_DYNAMIC | OB_RIGID_BODY | OB_SOFT_BODY | OB_ACTOR | ob->gameflag &= ~(OB_SENSOR | OB_OCCLUDER | OB_DYNAMIC | OB_RIGID_BODY | OB_SOFT_BODY | OB_ACTOR |
OB_ANISOTROPIC_FRICTION | OB_DO_FH | OB_ROT_FH | OB_COLLISION_RESPONSE | OB_NAVMESH); OB_ANISOTROPIC_FRICTION | OB_DO_FH | OB_ROT_FH | OB_COLLISION_RESPONSE | OB_NAVMESH);
/* When we switch to character physics and the collision bounds is set to triangle mesh /* When we switch to character physics and the collision bounds is set to triangle mesh
we have to change collision bounds because triangle mesh is not supported by Characters*/ * we have to change collision bounds because triangle mesh is not supported by Characters */
if ((ob->gameflag & OB_BOUNDS) && ob->collision_boundtype == OB_BOUND_TRIANGLE_MESH) { if ((ob->gameflag & OB_BOUNDS) && ob->collision_boundtype == OB_BOUND_TRIANGLE_MESH) {
ob->boundtype = ob->collision_boundtype = OB_BOUND_BOX; ob->boundtype = ob->collision_boundtype = OB_BOUND_BOX;
} }

@ -200,7 +200,7 @@ static ImBuf *nsImageToiBuf(NSImage *sourceImage, int width, int height)
/* Convert the image in a RGBA 32bit format */ /* Convert the image in a RGBA 32bit format */
/* As Core Graphics does not support contextes with non premutliplied alpha, /* As Core Graphics does not support contextes with non premutliplied alpha,
we need to get alpha key values in a separate batch */ * we need to get alpha key values in a separate batch */
/* First get RGB values w/o Alpha to avoid pre-multiplication, 32bit but last byte is unused */ /* First get RGB values w/o Alpha to avoid pre-multiplication, 32bit but last byte is unused */
blBitmapFormatImageRGB = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL blBitmapFormatImageRGB = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL

@ -355,7 +355,7 @@ Scene *RE_GetScene(Render *re)
* Same as #RE_AcquireResultImage but creating the necessary views to store the result * Same as #RE_AcquireResultImage but creating the necessary views to store the result
* fill provided result struct with a copy of thew views of what is done so far the * fill provided result struct with a copy of thew views of what is done so far the
* #RenderResult.views #ListBase needs to be freed after with #RE_ReleaseResultImageViews * #RenderResult.views #ListBase needs to be freed after with #RE_ReleaseResultImageViews
*/ */
void RE_AcquireResultImageViews(Render *re, RenderResult *rr) void RE_AcquireResultImageViews(Render *re, RenderResult *rr)
{ {
memset(rr, 0, sizeof(RenderResult)); memset(rr, 0, sizeof(RenderResult));

@ -279,13 +279,19 @@ static void build_Rd_table(ScatterSettings *ss)
for (i= 0; i < size; i++) { for (i= 0; i < size; i++) {
r= i*(RD_TABLE_RANGE/RD_TABLE_SIZE); r= i*(RD_TABLE_RANGE/RD_TABLE_SIZE);
/*if (r < ss->invsigma_t_*ss->invsigma_t_) #if 0
r= ss->invsigma_t_*ss->invsigma_t_;*/ if (r < ss->invsigma_t_*ss->invsigma_t_) {
r= ss->invsigma_t_*ss->invsigma_t_;
}
#endif
ss->tableRd[i]= Rd(ss, sqrtf(r)); ss->tableRd[i]= Rd(ss, sqrtf(r));
r= i*(RD_TABLE_RANGE_2/RD_TABLE_SIZE); r= i*(RD_TABLE_RANGE_2/RD_TABLE_SIZE);
/*if (r < ss->invsigma_t_) #if 0
r= ss->invsigma_t_;*/ if (r < ss->invsigma_t_) {
r= ss->invsigma_t_;
}
#endif
ss->tableRd2[i]= Rd(ss, r); ss->tableRd2[i]= Rd(ss, r);
} }
} }