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authorCampbell Barton <ideasman42@gmail.com>2019-05-01 14:14:11 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 14:41:07 +0300
commitc47d669f247d4762cfeede867c43c638e40c14c3 (patch)
tree734299c81811955ebb56f211bd010a39f42dc6ef /intern/cycles/kernel/shaders
parent177a0ca131794a15d775577e4fa25c1d9e695d13 (diff)
Cleanup: comments (long lines) in cycles
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/stdosl.h18
1 files changed, 9 insertions, 9 deletions
diff --git a/intern/cycles/kernel/shaders/stdosl.h b/intern/cycles/kernel/shaders/stdosl.h
index 2762b414ce4..6515d914909 100644
--- a/intern/cycles/kernel/shaders/stdosl.h
+++ b/intern/cycles/kernel/shaders/stdosl.h
@@ -387,14 +387,14 @@ point rotate(point p, float angle, point a, point b)
vector axis = normalize(b - a);
float cosang, sinang;
/* Older OSX has major issues with sincos() function,
- * it's likely a big in OSL or LLVM. For until we've
- * updated to new versions of this libraries we'll
- * use a workaround to prevent possible crashes on all
- * the platforms.
- *
- * Shouldn't be that bad because it's mainly used for
- * anisotropic shader where angle is usually constant.
- */
+ * it's likely a big in OSL or LLVM. For until we've
+ * updated to new versions of this libraries we'll
+ * use a workaround to prevent possible crashes on all
+ * the platforms.
+ *
+ * Shouldn't be that bad because it's mainly used for
+ * anisotropic shader where angle is usually constant.
+ */
#if 0
sincos(angle, sinang, cosang);
#else
@@ -425,7 +425,7 @@ point rotate(point p, float angle, point a, point b)
normal ensure_valid_reflection(normal Ng, vector I, normal N)
{
/* The implementation here mirrors the one in kernel_montecarlo.h,
- * check there for an explanation of the algorithm. */
+ * check there for an explanation of the algorithm. */
float sqr(float x)
{