diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-02 20:05:54 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-02 20:05:54 +0400 |
commit | 7bbf4b78313df9f6d2c760b527eb36a5d0418b82 (patch) | |
tree | ace55a086362cf5b35174d55442322a793dd32c1 /source/blender/render/intern/include | |
parent | c8636ca3dd8bde1cc548ef21fb7a1fd304799164 (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/render/intern/include')
-rw-r--r-- | source/blender/render/intern/include/pixelshading.h | 2 | ||||
-rw-r--r-- | source/blender/render/intern/include/shadbuf.h | 10 |
2 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h index 17032283540..c0adc36f3a3 100644 --- a/source/blender/render/intern/include/pixelshading.h +++ b/source/blender/render/intern/include/pixelshading.h @@ -46,7 +46,7 @@ * t[3] - type ZB_POLY or ZB_HALO * t[4] - max. distance * mask is pixel coverage in bits - * @return pointer to the object + * \return pointer to the object */ int shadeHaloFloat(HaloRen *har, float *col, int zz, diff --git a/source/blender/render/intern/include/shadbuf.h b/source/blender/render/intern/include/shadbuf.h index ddcfc555f7a..4b3595a009f 100644 --- a/source/blender/render/intern/include/shadbuf.h +++ b/source/blender/render/intern/include/shadbuf.h @@ -42,7 +42,7 @@ struct ObjectRen; /** * Calculates shadowbuffers for a vector of shadow-giving lamps - * @param lar The vector of lamps + * \param lar The vector of lamps */ void makeshadowbuf(struct Render *re, LampRen *lar); void freeshadowbuf(struct LampRen *lar); @@ -52,10 +52,10 @@ void threaded_makeshadowbufs(struct Render *re); /** * Determines the shadow factor for a face and lamp. There is some * communication with global variables here. - * @returns The shadow factors: 1.0 for no shadow, 0.0 for complete - * shadow. - * @param shb The shadowbuffer to find the shadow factor in. - * @param inp The inproduct between viewvector and ? + * \return The shadow factors: 1.0 for no shadow, 0.0 for complete + * shadow. + * \param shb The shadowbuffer to find the shadow factor in. + * \param inp The inproduct between viewvector and ? * */ float testshadowbuf(struct Render *re, struct ShadBuf *shb, const float rco[3], const float dxco[3], const float dyco[3], float inp, float mat_bias); |