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authorCampbell Barton <ideasman42@gmail.com>2020-09-19 07:32:41 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-09-19 07:34:32 +0300
commit17a2820da8ad8ea23d336129f32e060e5746b047 (patch)
tree21f965c6f2d15a53fc67cd6dcad1a3a2a09df833 /source/blender/draw/engines/eevee/eevee_volumes.c
parenta78130c6101517c09eed14215087ab3dfe36bc5c (diff)
Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 93701887b51..48e38a9c982 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -288,7 +288,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- /* TODO (fclem): remove those (need to clean the GLSL files). */
+ /* TODO(fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
@@ -530,7 +530,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
DRWShadingGroup *grp = DRW_shgroup_material_create(mat, vedata->psl->volumetric_objects_ps);
- /* TODO(fclem) remove those "unnecessary" UBOs */
+ /* TODO(fclem): remove those "unnecessary" UBOs */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
@@ -707,7 +707,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_stats_group_start("Volumetrics");
/* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode.
- * TODO(fclem) avoid this by using sampler objects.*/
+ * TODO(fclem): avoid this by using sampler objects.*/
GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);