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authorCampbell Barton <ideasman42@gmail.com>2021-01-20 07:15:38 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-20 08:14:00 +0300
commitb2a6e2abdb572f4db801a29423c001d3da307f9d (patch)
tree7346cf82762facd027c34523b48ee4bf6ef89134 /source/blender/editors/screen
parent69d30c154334617b9e1761104393313c8db87cc9 (diff)
Cleanup: remove extra in trailing asterisk
Comment blocks not conforming to convention.
Diffstat (limited to 'source/blender/editors/screen')
-rw-r--r--source/blender/editors/screen/glutil.c20
1 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 33b918e6d4d..a88afecd064 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -57,11 +57,12 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
-/* To be used before calling immDrawPixelsTex
- * Default shader is GPU_SHADER_2D_IMAGE_COLOR
- * You can still set uniforms with :
- * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
- * */
+/**
+ * To be used before calling #immDrawPixelsTex
+ * Default shader is #GPU_SHADER_2D_IMAGE_COLOR
+ * You can still set uniforms with:
+ * `GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);`
+ */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
IMMDrawPixelsTexState state;
@@ -77,10 +78,11 @@ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
return state;
}
-/* Use the currently bound shader.
+/**
+ * Use the currently bound shader.
*
- * Use immDrawPixelsTexSetup to bind the shader you
- * want before calling immDrawPixelsTex.
+ * Use #immDrawPixelsTexSetup to bind the shader you
+ * want before calling #immDrawPixelsTex.
*
* If using a special shader double check it uses the same
* attributes "pos" "texCoord" and uniform "image".
@@ -89,7 +91,7 @@ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
*
* Be also aware that this function unbinds the shader when
* it's finished.
- * */
+ */
void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
float x,
float y,