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authorCampbell Barton <ideasman42@gmail.com>2019-04-29 13:12:09 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-29 15:06:26 +0300
commitd17e07274ab376ce518c132e36ebc44e4c4fccb4 (patch)
treeee0877ee6abecbc38d79c05b5263f915dc076b12 /source/blender/nodes/composite/node_composite_tree.c
parenta57fec986d2d7093fc8148188315274e4f150857 (diff)
Cleanup: comments (long lines) in nodes
Diffstat (limited to 'source/blender/nodes/composite/node_composite_tree.c')
-rw-r--r--source/blender/nodes/composite/node_composite_tree.c15
1 files changed, 9 insertions, 6 deletions
diff --git a/source/blender/nodes/composite/node_composite_tree.c b/source/blender/nodes/composite/node_composite_tree.c
index fd6435312b9..43a70a62350 100644
--- a/source/blender/nodes/composite/node_composite_tree.c
+++ b/source/blender/nodes/composite/node_composite_tree.c
@@ -247,11 +247,12 @@ void ntreeCompositExecTree(Scene *scene,
/* Update the outputs of the render layer nodes.
* Since the outputs depend on the render engine, this part is a bit complex:
- * - ntreeCompositUpdateRLayers is called and loops over all render layer nodes
- * - Each render layer node calls the update function of the render engine that's used for its scene
- * - The render engine calls RE_engine_register_pass for each pass
- * - RE_engine_register_pass calls ntreeCompositRegisterPass,
- * which calls node_cmp_rlayers_register_pass for every render layer node
+ * - ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
+ * - Each render layer node calls the update function of the
+ * render engine that's used for its scene.
+ * - The render engine calls RE_engine_register_pass for each pass.
+ * - RE_engine_register_pass calls ntreeCompositRegisterPass,.
+ * which calls node_cmp_rlayers_register_pass for every render layer node.
*/
void ntreeCompositUpdateRLayers(bNodeTree *ntree)
{
@@ -292,7 +293,9 @@ void ntreeCompositTagRender(Scene *curscene)
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
* not the ones in temp main generated for rendering?
- * This is still rather weak though, ideally render struct would store own main AND original G_MAIN... */
+ * This is still rather weak though,
+ * ideally render struct would store own main AND original G_MAIN. */
+
for (sce = G_MAIN->scenes.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
bNode *node;