diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index 847bd2e0b24..359bb8967eb 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -74,8 +74,8 @@ #include "view3d_intern.h" // own include /* use this call when executing an operator, - event system doesn't set for each event the - opengl drawing context */ + * event system doesn't set for each event the + * opengl drawing context */ void view3d_operator_needs_opengl(const bContext *C) { wmWindow *win = CTX_wm_window(C); @@ -179,7 +179,7 @@ void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Objec changed = 1; /* The new view is different from the old one - * so animate the view */ + * so animate the view */ if (changed) { /* original values */ @@ -203,9 +203,9 @@ void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Objec sms.time_allowed= (double)U.smooth_viewtx / 1000.0; /* if this is view rotation only - * we can decrease the time allowed by - * the angle between quats - * this means small rotations wont lag */ + * we can decrease the time allowed by + * the angle between quats + * this means small rotations wont lag */ if (quat && !ofs && !dist) { float vec1[3]={0,0,1}, vec2[3]= {0,0,1}; float q1[4], q2[4]; @@ -531,7 +531,7 @@ void ED_view3d_calc_clipping(BoundBox *bb, float planes[4][4], bglMats *mats, co int val, flip_sign, a; /* near zero floating point values can give issues with gluUnProject - in side view on some implementations */ + * in side view on some implementations */ if (fabs(mats->modelview[0]) < 1e-6) mats->modelview[0]= 0.0; if (fabs(mats->modelview[5]) < 1e-6) mats->modelview[5]= 0.0; @@ -553,8 +553,8 @@ void ED_view3d_calc_clipping(BoundBox *bb, float planes[4][4], bglMats *mats, co } /* verify if we have negative scale. doing the transform before cross - product flips the sign of the vector compared to doing cross product - before transform then, so we correct for that. */ + * product flips the sign of the vector compared to doing cross product + * before transform then, so we correct for that. */ for (a=0; a<16; a++) ((float*)modelview)[a] = mats->modelview[a]; flip_sign = is_negative_m4(modelview); @@ -649,15 +649,15 @@ int initgrabz(RegionView3D *rv3d, float x, float y, float z) if (rv3d->zfac < 0.0f) flip= TRUE; /* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that - * (accounting for near zero values) - * */ + * (accounting for near zero values) + */ if (rv3d->zfac < 1.e-6f && rv3d->zfac > -1.e-6f) rv3d->zfac = 1.0f; /* Negative zfac means x, y, z was behind the camera (in perspective). - * This gives flipped directions, so revert back to ok default case. - */ - // NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok - // -- Aligorith, 2009Aug31 + * This gives flipped directions, so revert back to ok default case. + */ + /* NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok + * Aligorith, 2009Aug31 */ //if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f; if (rv3d->zfac < 0.0f) rv3d->zfac= -rv3d->zfac; @@ -757,7 +757,7 @@ void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][ } /* Uses window coordinates (x,y) and depth component z to find a point in - modelspace */ + * modelspace */ void view3d_unproject(bglMats *mats, float out[3], const short x, const short y, const float z) { double ux, uy, uz; @@ -1192,11 +1192,11 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d) } } -/* IGLuint-> GLuint*/ +/* IGLuint-> GLuint */ /* Warning: be sure to account for a negative return value -* This is an error, "Too many objects in select buffer" -* and no action should be taken (can crash blender) if this happens -*/ + * This is an error, "Too many objects in select buffer" + * and no action should be taken (can crash blender) if this happens + */ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input) { Scene *scene= vc->scene; @@ -1683,9 +1683,9 @@ static void game_set_commmandline_options(GameData *gm) static int game_engine_poll(bContext *C) { /* we need a context and area to launch BGE - it's a temporary solution to avoid crash at load time - if we try to auto run the BGE. Ideally we want the - context to be set as soon as we load the file. */ + * it's a temporary solution to avoid crash at load time + * if we try to auto run the BGE. Ideally we want the + * context to be set as soon as we load the file. */ if (CTX_wm_window(C)==NULL) return 0; if (CTX_wm_screen(C)==NULL) return 0; @@ -1743,7 +1743,7 @@ static int game_engine_exec(bContext *C, wmOperator *op) return OPERATOR_CANCELLED; /* redraw to hide any menus/popups, we don't go back to - the window manager until after this operator exits */ + * the window manager until after this operator exits */ WM_redraw_windows(C); rv3d= CTX_wm_region_view3d(C); @@ -1789,7 +1789,7 @@ static int game_engine_exec(bContext *C, wmOperator *op) if (prevwin) { /* restore context, in case it changed in the meantime, for - example by working in another window or closing it */ + * example by working in another window or closing it */ CTX_wm_region_set(C, prevar); CTX_wm_window_set(C, prevwin); CTX_wm_area_set(C, prevsa); |