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author | Campbell Barton <ideasman42@gmail.com> | 2019-04-29 13:12:09 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-29 15:06:26 +0300 |
commit | d17e07274ab376ce518c132e36ebc44e4c4fccb4 (patch) | |
tree | ee0877ee6abecbc38d79c05b5263f915dc076b12 /source/blender/nodes/composite/node_composite_tree.c | |
parent | a57fec986d2d7093fc8148188315274e4f150857 (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.c | 15 |
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; |