diff options
Diffstat (limited to 'source/blender/draw/intern/mesh_extractors')
-rw-r--r-- | source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_select_idx.cc | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc index 43ad28c2618..bdb9af1faf3 100644 --- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc @@ -89,7 +89,7 @@ BLI_INLINE void lines_adjacency_triangle( *pval = POINTER_FROM_INT(NO_EDGE); bool inv_opposite = (v_data < 0); uint l_opposite = (uint)abs(v_data) - 1; - /* TODO Make this part thread-safe. */ + /* TODO: Make this part thread-safe. */ if (inv_opposite == inv_indices) { /* Don't share edge if triangles have non matching winding. */ GPU_indexbuf_add_line_adj_verts(elb, l1, l2, l3, l1); 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. */ |