diff options
Diffstat (limited to 'source/blender/draw/engines/overlay')
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 |