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Diffstat (limited to 'source/blender/freestyle/intern/stroke/StrokeShader.h')
-rw-r--r--source/blender/freestyle/intern/stroke/StrokeShader.h15
1 files changed, 6 insertions, 9 deletions
diff --git a/source/blender/freestyle/intern/stroke/StrokeShader.h b/source/blender/freestyle/intern/stroke/StrokeShader.h
index 3f312395559..7b1f12a8c9d 100644
--- a/source/blender/freestyle/intern/stroke/StrokeShader.h
+++ b/source/blender/freestyle/intern/stroke/StrokeShader.h
@@ -44,20 +44,17 @@ class Stroke;
* Any Stroke Shader must inherit from this class and overload the shade() method.
* A StrokeShader is designed to modify any Stroke's attribute such as Thickness, Color,
* Geometry, Texture, Blending mode...
- * The basic way to achieve this operation consists in iterating over the StrokeVertices of the Stroke
- * and to modify each one's StrokeAttribute.
- * Here is a python code example of such an iteration:
- * \code
- * it = ioStroke.strokeVerticesBegin()
- * while not it.isEnd():
- * att = it.getObject().attribute()
+ * The basic way to achieve this operation consists in iterating over the StrokeVertices of the
+ * Stroke and to modify each one's StrokeAttribute. Here is a python code example of such an
+ * iteration: \code it = ioStroke.strokeVerticesBegin() while not it.isEnd(): att =
+ * it.getObject().attribute()
* ## perform here any attribute modification
* it.increment()
* \endcode
* Here is a C++ code example of such an iteration:
* \code
- * for (StrokeInternal::StrokeVertexIterator v = ioStroke.strokeVerticesBegin(), vend = ioStroke.strokeVerticesEnd();
- * v != vend;
+ * for (StrokeInternal::StrokeVertexIterator v = ioStroke.strokeVerticesBegin(), vend =
+ * ioStroke.strokeVerticesEnd(); v != vend;
* ++v)
* {
* StrokeAttribute& att = v->attribute();