forked from bartvdbraak/blender
Cleanup: comment blocks
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39dee8a201
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8343518272
@ -184,7 +184,7 @@ void Object::apply_transform(bool apply_to_motion)
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}
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/* tfm is not reset to identity, all code that uses it needs to check the
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transform_applied boolean */
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* transform_applied boolean */
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}
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void Object::tag_update(Scene *scene)
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@ -1985,9 +1985,8 @@ GHOST_TSuccess GHOST_SystemX11::pushDragDropEvent(GHOST_TEventType eventType,
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);
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}
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#endif
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/*
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/**
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* These callbacks can be used for debugging, so we can breakpoint on an X11 error.
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*
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* Dummy function to get around IO Handler exiting if device invalid
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* Basically it will not crash blender now if you have a X device that
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@ -26,7 +26,6 @@
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*/
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/**
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* Copyright (C) 2001 NaN Technologies B.V.
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* Simple test of memory.
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*/
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@ -125,7 +125,7 @@ typedef struct PathLinkState {
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/**
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\name Min Dist Dir Util
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*
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* Simply getting the closest intersecting vert/edge is _not_ good enough. see T43792
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* we need to get the closest in both directions since the absolute closest may be a dead-end.
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*
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@ -539,7 +539,7 @@ void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::str
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}
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/* If numeric layers and labeled layers are used in parallel (unlikely),
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we get a potential mixup. Just leave as is for now.
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* we get a potential mixup. Just leave as is for now.
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*/
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this->bone_layers = bc_set_layer(this->bone_layers, pos);
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@ -1,5 +1,4 @@
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/*
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* Copyright 2012, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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@ -1138,7 +1138,7 @@ static bool ui_but_event_property_operator_string(const bContext *C, uiBut *but,
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* as new items are added to the menu later on. It also optimises efficiency -
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* a radial menu is best kept symmetrical, with as large an angle between
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* items as possible, so that the gestural mouse movements can be fast and inexact.
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*
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* It starts off with two opposite sides for the first two items
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* then joined by the one below for the third (this way, even with three items,
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* the menu seems to still be 'in order' reading left to right). Then the fourth is
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@ -3538,8 +3538,10 @@ static int vgroup_sort_name(const void *def_a_ptr, const void *def_b_ptr)
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return BLI_natstrcmp(def_a->name, def_b->name);
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}
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/* Sorts the weight groups according to the bone hierarchy of the
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associated armature (similar to how bones are ordered in the Outliner) */
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/**
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* Sorts the weight groups according to the bone hierarchy of the
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* associated armature (similar to how bones are ordered in the Outliner)
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*/
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static void vgroup_sort_bone_hierarchy(Object *ob, ListBase *bonebase)
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{
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if (bonebase == NULL) {
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@ -537,7 +537,7 @@ void ED_view3d_win_to_delta(const ARegion *ar, const float mval[2], float out[3]
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* \note Orthographic views have a less obvious origin,
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* Since far clip can be a very large value resulting in numeric precision issues,
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* the origin in this case is close to zero coordinate.
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*
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* \param ar The region (used for the window width and height).
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* \param mval The area relative 2d location (such as event->mval converted to floats).
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* \param out The resulting normalized world-space direction vector.
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@ -223,7 +223,7 @@ static void raycast_all_cb(void *userdata, int index, const BVHTreeRay *ray, BVH
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/**
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* struct that kepts basic information about a BVHTree build from a editmesh
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* Struct that kepts basic information about a BVHTree build from a editmesh.
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*/
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typedef struct BVHTreeFromMeshType {
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void *userdata;
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@ -77,9 +77,10 @@ static struct GPUGlobal {
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GPUDeviceType device;
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GPUOSType os;
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GPUDriverType driver;
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float dfdyfactors[2]; /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
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calculate dfdy in shader differently when drawing to an offscreen buffer. First
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number is factor on screen and second is off-screen */
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/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
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* calculate dfdy in shader differently when drawing to an offscreen buffer. First
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* number is factor on screen and second is off-screen */
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float dfdyfactors[2];
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float max_anisotropy;
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} GG = {1, 0};
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@ -3127,8 +3127,11 @@ void RNA_property_collection_add(PointerRNA *ptr, PropertyRNA *prop, PointerRNA
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RNA_parameter_list_free(¶ms);
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}
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}
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/*else
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printf("%s %s.%s: not implemented for this property.\n", __func__, ptr->type->identifier, prop->identifier);*/
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#if 0
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else {
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printf("%s %s.%s: not implemented for this property.\n", __func__, ptr->type->identifier, prop->identifier);
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}
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#endif
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#endif
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if (r_ptr) {
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@ -3187,8 +3190,11 @@ bool RNA_property_collection_remove(PointerRNA *ptr, PropertyRNA *prop, int key)
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return false;
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}
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/*else
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printf("%s %s.%s: only supported for id properties.\n", __func__, ptr->type->identifier, prop->identifier);*/
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#if 0
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else {
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printf("%s %s.%s: only supported for id properties.\n", __func__, ptr->type->identifier, prop->identifier);
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}
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#endif
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#endif
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return false;
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}
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@ -1033,7 +1033,7 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
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ob->gameflag &= ~(OB_SENSOR | OB_OCCLUDER | OB_DYNAMIC | OB_RIGID_BODY | OB_SOFT_BODY | OB_ACTOR |
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OB_ANISOTROPIC_FRICTION | OB_DO_FH | OB_ROT_FH | OB_COLLISION_RESPONSE | OB_NAVMESH);
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/* When we switch to character physics and the collision bounds is set to triangle mesh
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we have to change collision bounds because triangle mesh is not supported by Characters*/
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* we have to change collision bounds because triangle mesh is not supported by Characters */
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if ((ob->gameflag & OB_BOUNDS) && ob->collision_boundtype == OB_BOUND_TRIANGLE_MESH) {
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ob->boundtype = ob->collision_boundtype = OB_BOUND_BOX;
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}
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@ -200,7 +200,7 @@ static ImBuf *nsImageToiBuf(NSImage *sourceImage, int width, int height)
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/* Convert the image in a RGBA 32bit format */
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/* As Core Graphics does not support contextes with non premutliplied alpha,
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we need to get alpha key values in a separate batch */
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* we need to get alpha key values in a separate batch */
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/* First get RGB values w/o Alpha to avoid pre-multiplication, 32bit but last byte is unused */
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blBitmapFormatImageRGB = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL
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@ -279,13 +279,19 @@ static void build_Rd_table(ScatterSettings *ss)
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for (i= 0; i < size; i++) {
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r= i*(RD_TABLE_RANGE/RD_TABLE_SIZE);
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/*if (r < ss->invsigma_t_*ss->invsigma_t_)
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r= ss->invsigma_t_*ss->invsigma_t_;*/
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#if 0
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if (r < ss->invsigma_t_*ss->invsigma_t_) {
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r= ss->invsigma_t_*ss->invsigma_t_;
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}
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#endif
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ss->tableRd[i]= Rd(ss, sqrtf(r));
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r= i*(RD_TABLE_RANGE_2/RD_TABLE_SIZE);
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/*if (r < ss->invsigma_t_)
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r= ss->invsigma_t_;*/
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#if 0
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if (r < ss->invsigma_t_) {
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r= ss->invsigma_t_;
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}
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#endif
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ss->tableRd2[i]= Rd(ss, r);
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}
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}
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