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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/render
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/render')
-rw-r--r--source/blender/render/intern/include/pixelshading.h2
-rw-r--r--source/blender/render/intern/include/shadbuf.h10
-rw-r--r--source/blender/render/intern/source/convertblender.c2
-rw-r--r--source/blender/render/intern/source/pixelshading.c14
-rw-r--r--source/blender/render/intern/source/shadeinput.c2
-rw-r--r--source/blender/render/intern/source/shadeoutput.c2
-rw-r--r--source/blender/render/intern/source/voxeldata.c2
-rw-r--r--source/blender/render/intern/source/zbuf.c34
8 files changed, 34 insertions, 34 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);
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 30dc401da27..976c3707fd4 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -1591,7 +1591,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
if(part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT)
return 1;
-/* 2. start initialising things */
+/* 2. start initializing things */
/* last possibility to bail out! */
psmd = psys_get_modifier(ob,psys);
diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c
index 9746a6dbd86..223c56ef9d6 100644
--- a/source/blender/render/intern/source/pixelshading.c
+++ b/source/blender/render/intern/source/pixelshading.c
@@ -252,8 +252,8 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
/**
* Converts a halo z-buffer value to distance from the camera's near plane
- * @param z The z-buffer value to convert
- * @return a distance from the camera's near plane in blender units
+ * \param z The z-buffer value to convert
+ * \return a distance from the camera's near plane in blender units
*/
static float haloZtoDist(int z)
{
@@ -271,13 +271,13 @@ static float haloZtoDist(int z)
}
/**
- * @param col (float[4]) Store the rgb color here (with alpha)
+ * \param col (float[4]) Store the rgb color here (with alpha)
* The alpha is used to blend the color to the background
* color_new = (1-alpha)*color_background + color
- * @param zz The current zbuffer value at the place of this pixel
- * @param dist Distance of the pixel from the center of the halo squared. Given in pixels
- * @param xn The x coordinate of the pixel relaticve to the center of the halo. given in pixels
- * @param yn The y coordinate of the pixel relaticve to the center of the halo. given in pixels
+ * \param zz The current zbuffer value at the place of this pixel
+ * \param dist Distance of the pixel from the center of the halo squared. Given in pixels
+ * \param xn The x coordinate of the pixel relaticve to the center of the halo. given in pixels
+ * \param yn The y coordinate of the pixel relaticve to the center of the halo. given in pixels
*/
int shadeHaloFloat(HaloRen *har, float *col, int zz,
float dist, float xn, float yn, short flarec)
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index 052f9769b4e..dd9e1df95cd 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -91,7 +91,7 @@ extern struct Render R;
*/
-/* initialise material variables in shadeinput,
+/* initialize material variables in shadeinput,
* doing inverse gamma correction where applicable */
void shade_input_init_material(ShadeInput *shi)
{
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 78420aa6ca8..115a913337f 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -1253,7 +1253,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
/* only shadow lamps shouldn't affect shadow-less materials at all */
if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW)))
return;
- /* optimisation, don't render fully black lamps */
+ /* optimization, don't render fully black lamps */
if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f))
return;
diff --git a/source/blender/render/intern/source/voxeldata.c b/source/blender/render/intern/source/voxeldata.c
index ce5561b3e34..ebcc2ce997f 100644
--- a/source/blender/render/intern/source/voxeldata.c
+++ b/source/blender/render/intern/source/voxeldata.c
@@ -155,7 +155,7 @@ static void load_frame_image_sequence(VoxelData *vd, Tex *tex)
ima->source = IMA_SRC_SEQUENCE;
iuser.framenr = 1 + iuser.offset;
- /* find the first valid ibuf and use it to initialise the resolution of the data set */
+ /* find the first valid ibuf and use it to initialize the resolution of the data set */
/* need to do this in advance so we know how much memory to allocate */
ibuf= BKE_image_get_ibuf(ima, &iuser);
while (!ibuf && (iuser.framenr < iuser.frames)) {
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index e90047a4a9c..0727fd6fdd7 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -1032,9 +1032,9 @@ void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, const float ho1[4], const
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().
*
- * @param v1 [4 floats, world coordinates] first vertex
- * @param v2 [4 floats, world coordinates] second vertex
- * @param v3 [4 floats, world coordinates] third vertex
+ * \param v1 [4 floats, world coordinates] first vertex
+ * \param v2 [4 floats, world coordinates] second vertex
+ * \param v3 [4 floats, world coordinates] third vertex
*/
/* WATCH IT: zbuffillGLinv4 and zbuffillGL4 are identical except for a 2 lines,
@@ -1285,9 +1285,9 @@ static void zbuffillGL4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v2,
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().
*
- * @param v1 [4 floats, world coordinates] first vertex
- * @param v2 [4 floats, world coordinates] second vertex
- * @param v3 [4 floats, world coordinates] third vertex
+ * \param v1 [4 floats, world coordinates] first vertex
+ * \param v2 [4 floats, world coordinates] second vertex
+ * \param v3 [4 floats, world coordinates] third vertex
*/
/* now: filling two Z values, the closest and 2nd closest */
@@ -1594,12 +1594,12 @@ void zspan_scanconvert(ZSpan *zspan, void *handle, float *v1, float *v2, float *
* viewspace coordinates. labda = -1 means no clipping, labda in [0,
* 1] means a clipping.
* Note: uses globals.
- * @param v1 start coordinate s
- * @param v2 target coordinate t
- * @param b1
- * @param b2
- * @param b3
- * @param a index for coordinate (x, y, or z)
+ * \param v1 start coordinate s
+ * \param v2 target coordinate t
+ * \param b1
+ * \param b2
+ * \param b3
+ * \param a index for coordinate (x, y, or z)
*/
static void clippyra(float *labda, float *v1, float *v2, int *b2, int *b3, int a, float clipcrop)
@@ -1652,11 +1652,11 @@ static void clippyra(float *labda, float *v1, float *v2, int *b2, int *b3, int a
* vertex list of this face.
*
*
- * @param v1 start coordinate s
- * @param v2 target coordinate t
- * @param b1
- * @param b2
- * @param clve vertex vector.
+ * \param v1 start coordinate s
+ * \param v2 target coordinate t
+ * \param b1
+ * \param b2
+ * \param clve vertex vector.
*/
static void makevertpyra(float *vez, float *labda, float **trias, float *v1, float *v2, int *b1, int *clve)