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author | Campbell Barton <ideasman42@gmail.com> | 2021-06-24 08:42:35 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-06-24 08:53:26 +0300 |
commit | 2e99a74df9ecfa18c4081cdcc82227e2e24f14b1 (patch) | |
tree | 92b1c899183f07cb4da05de56b00779422768ad7 /intern/mikktspace | |
parent | 879b89e96722bf2ff7e20e94f4e10ed8770f3209 (diff) |
Cleanup: use '#if 0' for commented code-block
Diffstat (limited to 'intern/mikktspace')
-rw-r--r-- | intern/mikktspace/mikktspace.c | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/intern/mikktspace/mikktspace.c b/intern/mikktspace/mikktspace.c index b0119f54019..96e8d433e30 100644 --- a/intern/mikktspace/mikktspace.c +++ b/intern/mikktspace/mikktspace.c @@ -425,14 +425,15 @@ tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThres index = 0; for (f = 0; f < iNrFaces; f++) { const int verts = pContext->m_pInterface->m_getNumVerticesOfFace(pContext, f); - if (verts != 3 && verts != 4) + if (verts != 3 && verts != 4) { continue; + } // I've decided to let degenerate triangles and group-with-anythings // vary between left/right hand coordinate systems at the vertices. // All healthy triangles on the other hand are built to always be either or. - - /*// force the coordinate system orientation to be uniform for every face. +#if 0 + // force the coordinate system orientation to be uniform for every face. // (this is already the case for good triangles but not for // degenerate ones and those with bGroupWithAnything==true) bool bOrient = psTspace[index].bOrient; @@ -447,7 +448,8 @@ tbool genTangSpace(const SMikkTSpaceContext *pContext, const float fAngularThres else ++i; } if (!bNotFound) bOrient = psTspace[index+i].bOrient; - }*/ + } +#endif // set data for (i = 0; i < verts; i++) { |