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Diffstat (limited to 'source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc')
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc
index 5c78cc0b731..ac44e97f229 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc
@@ -37,7 +37,7 @@ static void extract_select_idx_init_impl(const MeshRenderData *UNUSED(mr),
GPUVertBuf *vbo = static_cast<GPUVertBuf *>(buf);
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
- /* TODO rename "color" to something more descriptive. */
+ /* TODO: rename "color" to something more descriptive. */
GPU_vertformat_attr_add(&format, "color", GPU_COMP_U32, 1, GPU_FETCH_INT);
}
GPU_vertbuf_init_with_format(vbo, &format);
@@ -53,7 +53,7 @@ static void extract_select_idx_init(const MeshRenderData *mr,
extract_select_idx_init_impl(mr, mr->loop_len + mr->loop_loose_len, buf, tls_data);
}
-/* TODO Use #glVertexID to get loop index and use the data structure on the CPU to retrieve the
+/* TODO: Use #glVertexID to get loop index and use the data structure on the CPU to retrieve the
* select element associated with this loop ID. This would remove the need for this separate
* index VBO's. We could upload the p/e/v_origindex as a buffer texture and sample it inside the
* shader to output original index. */