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authorCampbell Barton <ideasman42@gmail.com>2012-03-02 20:05:54 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-02 20:05:54 +0400
commit7bbf4b78313df9f6d2c760b527eb36a5d0418b82 (patch)
treeace55a086362cf5b35174d55442322a793dd32c1 /source/blender/nodes
parentc8636ca3dd8bde1cc548ef21fb7a1fd304799164 (diff)
style cleanup
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index b1e1989da86..e4f21a474c0 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -249,7 +249,7 @@ void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
{
ShaderCallData scd;
/*
- @note: preserve material from ShadeInput for material id, nodetree execs change it
+ \note: preserve material from ShadeInput for material id, nodetree execs change it
fix for bug "[#28012] Mat ID messy with shader nodes"
*/
Material *mat = shi->mat;
@@ -277,7 +277,7 @@ void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
ntreeReleaseThreadStack(nts);
- // @note: set material back to preserved material
+ // \note: set material back to preserved material
shi->mat = mat;
/* better not allow negative for now */
if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f;