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Diffstat (limited to 'source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h')
-rw-r--r--source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h
index 63c7d451599..52cd037a73a 100644
--- a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h
+++ b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h
@@ -25,14 +25,14 @@
namespace Freestyle {
-/*! [ Thickness Shader ].
+/** [ Thickness Shader ].
* Assigns thicknesses to the stroke vertices so that the stroke looks like made with a
* calligraphic tool. i.e. The stroke will be the thickest in a main direction, the thinnest in the
* direction perpendicular to this one, and an interpolation in between.
*/
class CalligraphicShader : public StrokeShader {
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iMinThickness:
* The minimum thickness in the direction perpendicular to the main direction.
* \param iMaxThickness:
@@ -47,12 +47,12 @@ class CalligraphicShader : public StrokeShader {
const Vec2f &iOrientation,
bool clamp);
- /*! Destructor. */
+ /** Destructor. */
virtual ~CalligraphicShader()
{
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &ioStroke) const;
protected:
@@ -62,14 +62,14 @@ class CalligraphicShader : public StrokeShader {
bool _clamp;
};
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Spatial Noise stroke shader.
* Moves the vertices to make the stroke more noisy.
* \see \htmlonly <a href=noise/noise.html>noise/noise.html</a> \endhtmlonly
*/
class SpatialNoiseShader : public StrokeShader {
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iAmount:
* The amplitude of the noise.
* \param ixScale:
@@ -83,12 +83,12 @@ class SpatialNoiseShader : public StrokeShader {
*/
SpatialNoiseShader(float iAmount, float ixScale, int nbOctave, bool smooth, bool pureRandom);
- /*! Destructor. */
+ /** Destructor. */
virtual ~SpatialNoiseShader()
{
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &ioStroke) const;
protected:
@@ -99,7 +99,7 @@ class SpatialNoiseShader : public StrokeShader {
bool _pureRandom;
};
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Smooths the stroke.
* (Moves the vertices to make the stroke smoother).
* Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we
@@ -108,7 +108,7 @@ class SpatialNoiseShader : public StrokeShader {
*/
class SmoothingShader : public StrokeShader {
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iNbIteration:
* The number of iterations. (400)
* \param iFactorPoint:
@@ -135,12 +135,12 @@ class SmoothingShader : public StrokeShader {
real iAnisoCurvature,
real icarricatureFactor);
- /*! Destructor. */
+ /** Destructor. */
virtual ~SmoothingShader()
{
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &ioStroke) const;
protected:
@@ -213,7 +213,7 @@ class Omitter : public Smoother {
real _lengthFlat;
};
-/*! Omission shader */
+/** Omission shader */
class OmissionShader : public StrokeShader {
public:
OmissionShader(real sizeWindow, real thrVari, real thrFlat, real lFlat);