diff options
Diffstat (limited to 'source/blender/geometry')
-rw-r--r-- | source/blender/geometry/intern/uv_parametrizer.cc | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/geometry/intern/uv_parametrizer.cc b/source/blender/geometry/intern/uv_parametrizer.cc index b7526d82ecc..4f763b09bef 100644 --- a/source/blender/geometry/intern/uv_parametrizer.cc +++ b/source/blender/geometry/intern/uv_parametrizer.cc @@ -4260,7 +4260,7 @@ void GEO_uv_parametrizer_average(ParamHandle *phandle, for (int j = 0; j < max_iter; j++) { /* An island could contain millions of polygons. When summing many small values, we need to * use double precision in the accumulator to maintain accuracy. Note that the individual - * calculations only need to be at single precision.*/ + * calculations only need to be at single precision. */ double scale_cou = 0; double scale_cov = 0; double scale_cross = 0; @@ -4275,11 +4275,11 @@ void GEO_uv_parametrizer_average(ParamHandle *phandle, s[1][0] = vb->uv[0] - vc->uv[0]; s[1][1] = vb->uv[1] - vc->uv[1]; /* Find the "U" axis and "V" axis in triangle co-ordinates. Normally this would require - * SVD, but in 2D we can use a cheaper matrix inversion instead.*/ + * SVD, but in 2D we can use a cheaper matrix inversion instead. */ if (!invert_m2_m2(m, s)) { continue; } - float cou[3], cov[3]; /* i.e. Texture "U" and texture "V" in 3D co-ordinates.*/ + float cou[3], cov[3]; /* i.e. Texture "U" and texture "V" in 3D co-ordinates. */ for (int k = 0; k < 3; k++) { cou[k] = m[0][0] * (va->co[k] - vc->co[k]) + m[0][1] * (vb->co[k] - vc->co[k]); cov[k] = m[1][0] * (va->co[k] - vc->co[k]) + m[1][1] * (vb->co[k] - vc->co[k]); @@ -4320,7 +4320,7 @@ void GEO_uv_parametrizer_average(ParamHandle *phandle, const float tolerance = 1e-6f; /* Trade accuracy for performance. */ if (err < tolerance) { - /* Too slow? Use Richardson Extrapolation to accelerate the convergence.*/ + /* Too slow? Use Richardson Extrapolation to accelerate the convergence. */ break; } } |