diff options
author | YimingWu <xp8110@outlook.com> | 2021-07-04 08:25:58 +0300 |
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committer | YimingWu <xp8110@outlook.com> | 2021-07-04 08:25:58 +0300 |
commit | c56ef6fd89c149a87afe62dffc81c9083dd7a2c2 (patch) | |
tree | 8056bfb005fbb664e0e09ce84a5ee80397971859 /source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc | |
parent | 442f269a72e8f07393fd246f642e210171a1c9bc (diff) | |
parent | b73dc36859e03845f702a3e985b536ac9afef63a (diff) |
Merge remote-tracking branch 'origin/master' into lineart-bvhlineart-bvh
Diffstat (limited to 'source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc')
-rw-r--r-- | source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc index 5c78cc0b731..ac44e97f229 100644 --- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc @@ -37,7 +37,7 @@ static void extract_select_idx_init_impl(const MeshRenderData *UNUSED(mr), GPUVertBuf *vbo = static_cast<GPUVertBuf *>(buf); static GPUVertFormat format = {0}; if (format.attr_len == 0) { - /* TODO rename "color" to something more descriptive. */ + /* TODO: rename "color" to something more descriptive. */ GPU_vertformat_attr_add(&format, "color", GPU_COMP_U32, 1, GPU_FETCH_INT); } GPU_vertbuf_init_with_format(vbo, &format); @@ -53,7 +53,7 @@ static void extract_select_idx_init(const MeshRenderData *mr, extract_select_idx_init_impl(mr, mr->loop_len + mr->loop_loose_len, buf, tls_data); } -/* TODO Use #glVertexID to get loop index and use the data structure on the CPU to retrieve the +/* TODO: Use #glVertexID to get loop index and use the data structure on the CPU to retrieve the * select element associated with this loop ID. This would remove the need for this separate * index VBO's. We could upload the p/e/v_origindex as a buffer texture and sample it inside the * shader to output original index. */ |