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
transform_applied boolean */
* transform_applied boolean */
}
void Object::tag_update(Scene *scene)

@ -1985,9 +1985,8 @@ GHOST_TSuccess GHOST_SystemX11::pushDragDropEvent(GHOST_TEventType eventType,
);
}
#endif
/*
/**
* 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
* 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.
* Simple test of memory.
*/

@ -125,7 +125,7 @@ typedef struct PathLinkState {
/**
\name Min Dist Dir Util
*
* 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.
*

@ -539,7 +539,7 @@ void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::str
}
/* 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);

@ -1,5 +1,4 @@
/*
* Copyright 2012, Blender Foundation.
*
* 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 -
* 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.
*
* 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,
* 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);
}
/* 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)
{
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,
* Since far clip can be a very large value resulting in numeric precision issues,
* the origin in this case is close to zero coordinate.
*
* \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 out The resulting normalized world-space direction vector.

@ -223,7 +223,7 @@ static void raycast_all_cb(void *userdata, int index, const BVHTreeRay *ray, BVH
/**
* 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 {
void *userdata;

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

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

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