diff options
author | Campbell Barton <campbell@blender.org> | 2022-08-09 07:18:18 +0300 |
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committer | Campbell Barton <campbell@blender.org> | 2022-08-09 07:18:18 +0300 |
commit | c7a7aee004d96d3502d8246d9bf78f34a6dd5a0b (patch) | |
tree | 1782c18ffd129f9ba6d9d201fe6dd91050cf1587 /source/blender/render | |
parent | eab988c9f68c122b63ca5fd27bc251c1bb8a2da1 (diff) |
Cleanup: use own username in code-comment tags
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/intern/bake.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/texture_margin.cc | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/render/intern/bake.c b/source/blender/render/intern/bake.c index 9ffe2879779..54497a6572f 100644 --- a/source/blender/render/intern/bake.c +++ b/source/blender/render/intern/bake.c @@ -760,8 +760,8 @@ void RE_bake_pixels_populate(Mesh *me, for (int a = 0; a < 3; a++) { const float *uv = mloopuv[lt->tri[a]].uv; - /* NOTE(campbell): workaround for pixel aligned UVs which are common and can screw up our - * intersection tests where a pixel gets in between 2 faces or the middle of a quad, + /* NOTE(@campbellbarton): workaround for pixel aligned UVs which are common and can screw + * up our intersection tests where a pixel gets in between 2 faces or the middle of a quad, * camera aligned quads also have this problem but they are less common. * Add a small offset to the UVs, fixes bug T18685. */ vec[a][0] = (uv[0] - bk_image->uv_offset[0]) * (float)bk_image->width - (0.5f + 0.001f); diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc index 37ef9213615..92146155437 100644 --- a/source/blender/render/intern/texture_margin.cc +++ b/source/blender/render/intern/texture_margin.cc @@ -558,8 +558,8 @@ static void generate_margin(ImBuf *ibuf, for (int a = 0; a < 3; a++) { const float *uv = mloopuv[lt->tri[a]].uv; - /* NOTE(campbell): workaround for pixel aligned UVs which are common and can screw up our - * intersection tests where a pixel gets in between 2 faces or the middle of a quad, + /* NOTE(@campbellbarton): workaround for pixel aligned UVs which are common and can screw up + * our intersection tests where a pixel gets in between 2 faces or the middle of a quad, * camera aligned quads also have this problem but they are less common. * Add a small offset to the UVs, fixes bug T18685. */ vec[a][0] = (uv[0] - uv_offset[0]) * (float)ibuf->x - (0.5f + 0.001f); |