diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 37 |
1 files changed, 0 insertions, 37 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index 6f0ce6c9326..e5794eb8401 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -123,7 +123,6 @@ static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms } /* will start timer if appropriate */ -/* the arguments are the desired situation */ void ED_view3d_smooth_view_ex( /* avoid passing in the context */ const Depsgraph *depsgraph, @@ -407,10 +406,6 @@ static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const w return OPERATOR_FINISHED; } -/** - * Apply the smooth-view immediately, use when we need to start a new view operation. - * (so we don't end up half-applying a view operation when pressing keys quickly). - */ void ED_view3d_smooth_view_force_finish(bContext *C, View3D *v3d, ARegion *region) { RegionView3D *rv3d = region->regiondata; @@ -696,9 +691,6 @@ void VIEW3D_OT_object_as_camera(wmOperatorType *ot) /** \name Window and View Matrix Calculation * \{ */ -/** - * \param rect: optional for picking (can be NULL). - */ void view3d_winmatrix_set(Depsgraph *depsgraph, ARegion *region, const View3D *v3d, @@ -761,18 +753,6 @@ static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob) mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat); } -/** - * Sets #RegionView3D.viewmat - * - * \param depsgraph: Depsgraph. - * \param scene: Scene for camera and cursor location. - * \param v3d: View 3D space data. - * \param rv3d: 3D region which stores the final matrices. - * \param rect_scale: Optional 2D scale argument, - * Use when displaying a sub-region, eg: when #view3d_winmatrix_set takes a 'rect' argument. - * - * \note don't set windows active in here, is used by renderwin too. - */ void view3d_viewmatrix_set(Depsgraph *depsgraph, const Scene *scene, const View3D *v3d, @@ -862,11 +842,6 @@ void view3d_viewmatrix_set(Depsgraph *depsgraph, /** \name OpenGL Select Utilities * \{ */ -/** - * Optionally cache data for multiple calls to #view3d_opengl_select - * - * just avoid GPU_select headers outside this file - */ void view3d_opengl_select_cache_begin(void) { GPU_select_cache_begin(); @@ -943,13 +918,6 @@ static bool drw_select_filter_object_mode_lock_for_weight_paint(Object *ob, void return ob_pose_list && (BLI_linklist_index(ob_pose_list, DEG_get_original_object(ob)) != -1); } -/** - * \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 - * - * \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection. - */ int view3d_opengl_select_ex(ViewContext *vc, uint *buffer, uint bufsize, @@ -1621,11 +1589,6 @@ static void view3d_local_collections_reset(Main *bmain, const uint local_view_bi } } -/** - * See if current uuid is valid, otherwise set a valid uuid to v3d, - * Try to keep the same uuid previously used to allow users to - * quickly toggle back and forth. - */ bool ED_view3d_local_collections_set(Main *bmain, struct View3D *v3d) { if ((v3d->flag & V3D_LOCAL_COLLECTIONS) == 0) { |