diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 16:08:40 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 17:43:40 +0300 |
commit | 9b89de2571b0c3fa2276b5c2ae589e0ec831d1f5 (patch) | |
tree | 63f1007a5262b4d6f1c1a96734c521d836eb6fc6 /source/blender/freestyle/intern/blender_interface | |
parent | 05f970847e12ce30e8c4c624677d94ae239ce2bc (diff) |
Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp | 2 | ||||
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp index a16479873e7..9c3270e788c 100644 --- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp +++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp @@ -435,7 +435,7 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id) transpose_m4(nmat); // We count the number of triangles after the clipping by the near and far view - // planes is applied (Note: mesh vertices are in the camera coordinate system). + // planes is applied (NOTE: mesh vertices are in the camera coordinate system). unsigned numFaces = 0; float v1[3], v2[3], v3[3]; float n1[3], n2[3], n3[3], facenormal[3]; diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp index 4f6ffc451c8..e290b8a87a3 100644 --- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp +++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp @@ -671,7 +671,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex) visible = false; - // Note: Mesh generation in the following loop assumes stroke strips + // NOTE: Mesh generation in the following loop assumes stroke strips // to be triangle strips. for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) { svRep[0] = *(v[0]); |