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authorCampbell Barton <ideasman42@gmail.com>2017-04-29 20:14:57 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-04-29 20:14:57 +0300
commit8f5f4241c041eb7e62f889314a61d5f0340eb9de (patch)
treecf37e2a64217cb9f6b253b54d13bd1f946edc46a /source/blender
parentfbd172a00aed4546d3b4cbd0711a5ce94a4ee1b2 (diff)
Cleanup: comment blocks
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/intern/draw_view.c30
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c38
2 files changed, 34 insertions, 34 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 1a806212206..db8edf1b33d 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -71,8 +71,8 @@ void DRW_draw_region_info(void)
static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
{
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
- * x0 is gridline 0, the axis in screen space
- * Area covers [0 .. max) pixels */
+ * x0 is gridline 0, the axis in screen space
+ * Area covers [0 .. max) pixels */
int first = (int)ceil(-x0 / dx);
int last = (int)floor((max - x0) / dx);
@@ -90,8 +90,8 @@ static void gridline_range(double x0, double dx, double max, int *r_first, int *
static int gridline_count(ARegion *ar, double x0, double y0, double dx)
{
/* x0 & y0 establish the "phase" of the grid within this 2D region
- * dx is the frequency, shared by x & y directions
- * pass in dx of smallest (highest precision) grid we want to draw */
+ * dx is the frequency, shared by x & y directions
+ * pass in dx of smallest (highest precision) grid we want to draw */
int first, x_ct, y_ct;
@@ -108,11 +108,11 @@ static bool drawgrid_draw(
unsigned pos, unsigned col, GLubyte col_value[3])
{
/* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
- * always skip exact x0 & y0 axes; they will be drawn later in color
- *
- * set grid color once, just before the first line is drawn
- * it's harmless to set same color for every line, or every vertex
- * but if no lines are drawn, color must not be set! */
+ * always skip exact x0 & y0 axes; they will be drawn later in color
+ *
+ * set grid color once, just before the first line is drawn
+ * it's harmless to set same color for every line, or every vertex
+ * but if no lines are drawn, color must not be set! */
const float x_max = (float)ar->winx;
const float y_max = (float)ar->winy;
@@ -194,8 +194,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
y += wy;
/* now x, y, and dx have their final values
- * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
- * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
+ * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
+ * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
glLineWidth(1.0f);
@@ -344,10 +344,10 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
/* draw only if there is something to draw */
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
/* draw how many lines?
- * trunc(v3d->gridlines / 2) * 4
- * + 2 for xy axes (possibly with special colors)
- * + 1 for z axis (the only line not in xy plane)
- * even v3d->gridlines are honored, odd rounded down */
+ * trunc(v3d->gridlines / 2) * 4
+ * + 2 for xy axes (possibly with special colors)
+ * + 1 for z axis (the only line not in xy plane)
+ * even v3d->gridlines are honored, odd rounded down */
const int gridlines = v3d->gridlines / 2;
const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
const float grid = gridlines * grid_scale;
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 1490de0fb48..62d8f771b8c 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -183,7 +183,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
- * because of float point precision problems at large values [#23908] */
+ * because of float point precision problems at large values [#23908] */
float v1[3], v2[3];
float len_px, len_sc;
@@ -960,8 +960,8 @@ static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D
if (GPU_material_bound(gpumat)) {
/* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode,
- * we can't get rid of the following code without a bigger refactor
- * or we dropping this functionality. */
+ * we can't get rid of the following code without a bigger refactor
+ * or we dropping this functionality. */
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1.0f, -1.0f);
@@ -1058,8 +1058,8 @@ static void view3d_draw_outline_plates(const bContext *UNUSED(C))
static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
{
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
- * x0 is gridline 0, the axis in screen space
- * Area covers [0 .. max) pixels */
+ * x0 is gridline 0, the axis in screen space
+ * Area covers [0 .. max) pixels */
int first = (int)ceil(-x0 / dx);
int last = (int)floor((max - x0) / dx);
@@ -1083,8 +1083,8 @@ static void gridline_range(double x0, double dx, double max, int *r_first, int *
static int gridline_count(ARegion *ar, double x0, double y0, double dx)
{
/* x0 & y0 establish the "phase" of the grid within this 2D region
- * dx is the frequency, shared by x & y directions
- * pass in dx of smallest (highest precision) grid we want to draw */
+ * dx is the frequency, shared by x & y directions
+ * pass in dx of smallest (highest precision) grid we want to draw */
#if DEBUG_GRID
printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
@@ -1107,11 +1107,11 @@ static int gridline_count(ARegion *ar, double x0, double y0, double dx)
static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3])
{
/* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
- * always skip exact x0 & y0 axes; they will be drawn later in color
- *
- * set grid color once, just before the first line is drawn
- * it's harmless to set same color for every line, or every vertex
- * but if no lines are drawn, color must not be set! */
+ * always skip exact x0 & y0 axes; they will be drawn later in color
+ *
+ * set grid color once, just before the first line is drawn
+ * it's harmless to set same color for every line, or every vertex
+ * but if no lines are drawn, color must not be set! */
#if DEBUG_GRID
printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod);
@@ -1206,8 +1206,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
y += wy;
/* now x, y, and dx have their final values
- * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
- * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
+ * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
+ * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
glLineWidth(1.0f);
@@ -1362,10 +1362,10 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
/* draw only if there is something to draw */
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
/* draw how many lines?
- * trunc(v3d->gridlines / 2) * 4
- * + 2 for xy axes (possibly with special colors)
- * + 1 for z axis (the only line not in xy plane)
- * even v3d->gridlines are honored, odd rounded down */
+ * trunc(v3d->gridlines / 2) * 4
+ * + 2 for xy axes (possibly with special colors)
+ * + 1 for z axis (the only line not in xy plane)
+ * even v3d->gridlines are honored, odd rounded down */
const int gridlines = v3d->gridlines / 2;
const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
const float grid = gridlines * grid_scale;
@@ -1872,7 +1872,7 @@ RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
gpuPushMatrix(); /* necessary? --merwin */
/* multiply view with object matrix.
- * local viewmat and persmat, to calculate projections */
+ * local viewmat and persmat, to calculate projections */
ED_view3d_init_mats_rv3d_gl(ob, rv3d);
switch (ob->type) {