diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-09-19 07:32:41 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-09-19 07:34:32 +0300 |
commit | 17a2820da8ad8ea23d336129f32e060e5746b047 (patch) | |
tree | 21f965c6f2d15a53fc67cd6dcad1a3a2a09df833 /source/blender/gpu/opengl/gl_texture.cc | |
parent | a78130c6101517c09eed14215087ab3dfe36bc5c (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/gpu/opengl/gl_texture.cc')
-rw-r--r-- | source/blender/gpu/opengl/gl_texture.cc | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc index ef4b2d1d4d3..111af76f958 100644 --- a/source/blender/gpu/opengl/gl_texture.cc +++ b/source/blender/gpu/opengl/gl_texture.cc @@ -446,7 +446,7 @@ struct GPUFrameBuffer *GLTexture::framebuffer_get(void) return framebuffer_; } BLI_assert(!(type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE | GPU_TEXTURE_1D | GPU_TEXTURE_3D))); - /* TODO(fclem) cleanup this. Don't use GPU object but blender::gpu ones. */ + /* TODO(fclem): cleanup this. Don't use GPU object but blender::gpu ones. */ GPUTexture *gputex = reinterpret_cast<GPUTexture *>(static_cast<Texture *>(this)); framebuffer_ = GPU_framebuffer_create(name_); GPU_framebuffer_texture_attach(framebuffer_, gputex, 0, 0); @@ -550,7 +550,7 @@ void GLTexture::samplers_free(void) * \{ */ /* NOTE: This only checks if this mipmap is valid / supported. - * TODO(fclem) make the check cover the whole mipmap chain. */ + * TODO(fclem): make the check cover the whole mipmap chain. */ bool GLTexture::proxy_check(int mip) { /* Manual validation first, since some implementation have issues with proxy creation. */ @@ -678,7 +678,7 @@ void GLTexture::check_feedback_loop(void) } } -/* TODO(fclem) Legacy. Should be removed at some point. */ +/* TODO(fclem): Legacy. Should be removed at some point. */ uint GLTexture::gl_bindcode_get(void) const { return tex_id_; |