diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-03-29 08:33:51 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-03-29 09:11:41 +0300 |
commit | aec9e0e1b61a10e62612522bf3f86e0afd7294a3 (patch) | |
tree | 902a6abe0f76a75b39c8cdab22d923e56df3e429 /source/blender/blenkernel/intern/seqeffects.c | |
parent | d5163e06c3e3c18e07756fbb86fb3e8f637db2fd (diff) |
Cleanup: spelling, comments
Diffstat (limited to 'source/blender/blenkernel/intern/seqeffects.c')
-rw-r--r-- | source/blender/blenkernel/intern/seqeffects.c | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/seqeffects.c b/source/blender/blenkernel/intern/seqeffects.c index 70f92c6d6bd..7c34b676e69 100644 --- a/source/blender/blenkernel/intern/seqeffects.c +++ b/source/blender/blenkernel/intern/seqeffects.c @@ -2499,15 +2499,14 @@ static ImBuf *do_transform_effect(const SeqRenderData *context, /*********************** Glow *************************/ static void RVBlurBitmap2_float(float *map, int width, int height, float blur, int quality) -/* MUUUCCH better than the previous blur. */ -/* We do the blurring in two passes which is a whole lot faster. */ -/* I changed the math around to implement an actual Gaussian */ -/* distribution. */ -/* */ -/* Watch out though, it tends to misbehaven with large blur values on */ -/* a small bitmap. Avoid avoid avoid. */ -/*=============================== */ { + /* Much better than the previous blur! + * We do the blurring in two passes which is a whole lot faster. + * I changed the math around to implement an actual Gaussian distribution. + * + * Watch out though, it tends to misbehave with large blur values on + * a small bitmap. Avoid avoid! */ + float *temp = NULL, *swap; float *filter = NULL; int x, y, i, fx, fy; |