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-rw-r--r--source/blender/blenkernel/BKE_cachefile.h5
-rw-r--r--source/blender/blenkernel/intern/cachefile.c8
2 files changed, 7 insertions, 6 deletions
diff --git a/source/blender/blenkernel/BKE_cachefile.h b/source/blender/blenkernel/BKE_cachefile.h
index 58d876b184b..836597f95da 100644
--- a/source/blender/blenkernel/BKE_cachefile.h
+++ b/source/blender/blenkernel/BKE_cachefile.h
@@ -61,11 +61,6 @@ void BKE_cachefile_reader_open(struct CacheFile *cache_file,
const char *object_path);
void BKE_cachefile_reader_free(struct CacheFile *cache_file, struct CacheReader **reader);
-/* Determine whether the CacheFile should use a render engine procedural. If so, data is not read
- * from the file and bouding boxes are used to represent the objects in the Scene. Render engines
- * will receive the bounding box as a placeholder but can instead load the data directly if they
- * support it.
- */
bool BKE_cache_file_uses_render_procedural(const struct CacheFile *cache_file,
struct Scene *scene,
const int dag_eval_mode);
diff --git a/source/blender/blenkernel/intern/cachefile.c b/source/blender/blenkernel/intern/cachefile.c
index 4a60564b4a1..87b1584d422 100644
--- a/source/blender/blenkernel/intern/cachefile.c
+++ b/source/blender/blenkernel/intern/cachefile.c
@@ -368,7 +368,7 @@ void BKE_cachefile_eval(Main *bmain, Depsgraph *depsgraph, CacheFile *cache_file
#endif
if (DEG_is_active(depsgraph)) {
- /* Flush object paths back to original datablock for UI. */
+ /* Flush object paths back to original data-block for UI. */
CacheFile *cache_file_orig = (CacheFile *)DEG_get_original_id(&cache_file->id);
BLI_freelistN(&cache_file_orig->object_paths);
BLI_duplicatelist(&cache_file_orig->object_paths, &cache_file->object_paths);
@@ -411,6 +411,12 @@ float BKE_cachefile_time_offset(const CacheFile *cache_file, const float time, c
return cache_file->is_sequence ? frame : frame / fps - time_offset;
}
+/**
+ * Determine whether the #CacheFile should use a render engine procedural. If so, data is not read
+ * from the file and bounding boxes are used to represent the objects in the Scene.
+ * Render engines will receive the bounding box as a placeholder but can instead
+ * load the data directly if they support it.
+ */
bool BKE_cache_file_uses_render_procedural(const CacheFile *cache_file,
Scene *scene,
const int dag_eval_mode)