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Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r--source/blender/blenlib/intern/math_geom.c9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 67ef4d57b4b..27715ed49b5 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -2996,8 +2996,9 @@ int isect_line_line_v3(const float v1[3],
return isect_line_line_epsilon_v3(v1, v2, v3, v4, r_i1, r_i2, epsilon);
}
-/** Intersection point strictly between the two lines
- * \return false when no intersection is found
+/**
+ * Intersection point strictly between the two lines
+ * \return false when no intersection is found.
*/
bool isect_line_line_strict_v3(const float v1[3],
const float v2[3],
@@ -3188,7 +3189,7 @@ bool isect_ray_aabb_v3(const struct IsectRayAABB_Precalc *data,
* Test a bounding box (AABB) for ray intersection.
* Assumes the ray is already local to the boundbox space.
*
- * \note: \a direction should be normalized
+ * \note \a direction should be normalized
* if you intend to use the \a tmin or \a tmax distance results!
*/
bool isect_ray_aabb_v3_simple(const float orig[3],
@@ -3791,7 +3792,7 @@ bool barycentric_coords_v2(
}
/**
- * \note: using #cross_tri_v2 means locations outside the triangle are correctly weighted
+ * \note Using #cross_tri_v2 means locations outside the triangle are correctly weighted.
*
* \note This is *exactly* the same calculation as #resolve_tri_uv_v2,
* although it has double precision and is used for texture baking, so keep both.