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Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c8
-rw-r--r--source/blender/draw/engines/overlay/overlay_background.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_particle.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_wireframe.c2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl2
8 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
index 9e95e860d0a..229f9c5a88f 100644
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c
@@ -209,7 +209,7 @@ void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
/* If we are not in solid shading mode, we clear the depth. */
if (DRW_state_is_fbo() && pd->clear_in_front) {
- /* TODO(fclem) This clear should be done in a global place. */
+ /* TODO(fclem): This clear should be done in a global place. */
GPU_framebuffer_bind(fbl->overlay_in_front_fb);
GPU_framebuffer_clear_depth(fbl->overlay_in_front_fb, 1.0f);
}
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index defde8d0827..43575900f5d 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -534,7 +534,7 @@ static void drw_shgroup_bone_custom_solid(ArmatureDrawContext *ctx,
const float outline_color[4],
Object *custom)
{
- /* TODO(fclem) arg... less than ideal but we never iter on this object
+ /* TODO(fclem): arg... less than ideal but we never iter on this object
* to assure batch cache is valid. */
drw_batch_cache_validate(custom);
@@ -568,7 +568,7 @@ static void drw_shgroup_bone_custom_solid(ArmatureDrawContext *ctx,
DRW_buffer_add_entry_struct(buf, inst_data.mat);
}
- /* TODO(fclem) needs to be moved elsewhere. */
+ /* TODO(fclem): needs to be moved elsewhere. */
drw_batch_cache_generate_requested_delayed(custom);
}
@@ -577,7 +577,7 @@ static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx,
const float color[4],
Object *custom)
{
- /* TODO(fclem) arg... less than ideal but we never iter on this object
+ /* TODO(fclem): arg... less than ideal but we never iter on this object
* to assure batch cache is valid. */
drw_batch_cache_validate(custom);
@@ -592,7 +592,7 @@ static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx,
DRW_buffer_add_entry_struct(buf, inst_data.mat);
}
- /* TODO(fclem) needs to be moved elsewhere. */
+ /* TODO(fclem): needs to be moved elsewhere. */
drw_batch_cache_generate_requested_delayed(custom);
}
diff --git a/source/blender/draw/engines/overlay/overlay_background.c b/source/blender/draw/engines/overlay/overlay_background.c
index cb09d916a0f..01bdbf73a66 100644
--- a/source/blender/draw/engines/overlay/overlay_background.c
+++ b/source/blender/draw/engines/overlay/overlay_background.c
@@ -61,7 +61,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD && scene->world) {
background_type = BG_SOLID;
- /* TODO(fclem) this is a scene referred linear color. we should convert
+ /* TODO(fclem): this is a scene referred linear color. we should convert
* it to display linear here. */
copy_v3_v3(color_override, &scene->world->horr);
color_override[3] = 1.0f;
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index e93b505e8b7..fb235a1ff57 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -478,7 +478,7 @@ static void OVERLAY_cache_finish(void *vedata)
return;
}
- /* TODO(fclem) Only do this when really needed. */
+ /* TODO(fclem): Only do this when really needed. */
{
/* HACK we allocate the in front depth here to avoid the overhead when if is not needed. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c
index b891bb4ce4c..fa95bad4d86 100644
--- a/source/blender/draw/engines/overlay/overlay_particle.c
+++ b/source/blender/draw/engines/overlay/overlay_particle.c
@@ -183,7 +183,7 @@ void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
struct GPUBatch *shape = NULL;
DRWShadingGroup *grp;
- /* TODO(fclem) Here would be a good place for preemptive culling. */
+ /* TODO(fclem): Here would be a good place for preemptive culling. */
/* fclem: Is color even usefull in our modern context? */
Material *ma = BKE_object_material_get(ob, part->omat);
diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c
index 4129983a901..7d2939d101e 100644
--- a/source/blender/draw/engines/overlay/overlay_wireframe.c
+++ b/source/blender/draw/engines/overlay/overlay_wireframe.c
@@ -286,7 +286,7 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
}
if (ob->type == OB_GPENCIL) {
- /* TODO (fclem) Make GPencil objects have correct boundbox. */
+ /* TODO(fclem): Make GPencil objects have correct bound-box. */
DRW_shgroup_call_no_cull(shgrp, geom, ob);
}
else if (use_sculpt_pbvh) {
diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
index 2168d8065fc..89bc0bcf522 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
@@ -224,7 +224,7 @@ void main()
#ifdef SELECT_EDGES
/* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
- /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
index 0fbf9ba8137..8a80441b5d9 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
@@ -20,7 +20,7 @@ void main()
#ifdef SELECT_EDGES
/* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
- /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif