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authorCampbell Barton <ideasman42@gmail.com>2018-06-01 19:19:39 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-06-01 19:19:39 +0300
commit75fc1c35070e0cf247f2d2e4cffe8a6e711522ff (patch)
tree508760dfe37e2fa864b2ee74914a979516a344fc /source/blender/blenkernel/BKE_DerivedMesh.h
parent051e186d5c61dccfc776b8da9b83c598421be4e7 (diff)
Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
Diffstat (limited to 'source/blender/blenkernel/BKE_DerivedMesh.h')
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 4d2e9ef8b3c..7b3df577111 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -38,18 +38,18 @@
* There are three main mesh data structures in Blender:
* #Mesh, #CDDerivedMesh and #BMesh.
*
- * These, and a few others, all implement DerivedMesh interfaces,
- * which contains unified drawing interfaces, a few utility interfaces,
- * and a bunch of read-only interfaces intended mostly for conversion from
+ * These, and a few others, all implement DerivedMesh interfaces,
+ * which contains unified drawing interfaces, a few utility interfaces,
+ * and a bunch of read-only interfaces intended mostly for conversion from
* one format to another.
*
* All Mesh structures in blender make use of CustomData, which is used to store
* per-element attributes and interpolate them (e.g. uvs, vcols, vgroups, etc).
- *
+ *
* Mesh is the "serialized" structure, used for storing object-mode mesh data
* and also for saving stuff to disk. It's interfaces are also what DerivedMesh
* uses to communicate with.
- *
+ *
* CDDM is a little mesh library, that uses Mesh data structures in the backend.
* It's mostly used for modifiers, and has the advantages of not taking much
* resources.