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Diffstat (limited to 'source/blender/io/usd/intern/usd_writer_abstract.cc')
-rw-r--r--source/blender/io/usd/intern/usd_writer_abstract.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/io/usd/intern/usd_writer_abstract.cc b/source/blender/io/usd/intern/usd_writer_abstract.cc
index 3f5babdee56..17d51c9b7cc 100644
--- a/source/blender/io/usd/intern/usd_writer_abstract.cc
+++ b/source/blender/io/usd/intern/usd_writer_abstract.cc
@@ -25,7 +25,7 @@
/* TfToken objects are not cheap to construct, so we do it once. */
namespace usdtokens {
-// Materials
+/* Materials */
static const pxr::TfToken diffuse_color("diffuseColor", pxr::TfToken::Immortal);
static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
static const pxr::TfToken preview_shader("previewShader", pxr::TfToken::Immortal);
@@ -58,8 +58,8 @@ pxr::UsdTimeCode USDAbstractWriter::get_export_time_code() const
if (is_animated_) {
return usd_export_context_.hierarchy_iterator->get_export_time_code();
}
- // By using the default timecode USD won't even write a single `timeSample` for non-animated
- // data. Instead, it writes it as non-timesampled.
+ /* By using the default timecode USD won't even write a single `timeSample` for non-animated
+ * data. Instead, it writes it as non-timesampled. */
static pxr::UsdTimeCode default_timecode = pxr::UsdTimeCode::Default();
return default_timecode;
}
@@ -90,7 +90,7 @@ pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material)
static pxr::SdfPath material_library_path("/_materials");
pxr::UsdStageRefPtr stage = usd_export_context_.stage;
- // Construct the material.
+ /* Construct the material. */
pxr::TfToken material_name(usd_export_context_.hierarchy_iterator->get_id_name(&material->id));
pxr::SdfPath usd_path = material_library_path.AppendChild(material_name);
pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Get(stage, usd_path);
@@ -99,7 +99,7 @@ pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material)
}
usd_material = pxr::UsdShadeMaterial::Define(stage, usd_path);
- // Construct the shader.
+ /* Construct the shader. */
pxr::SdfPath shader_path = usd_path.AppendChild(usdtokens::preview_shader);
pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(stage, shader_path);
shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
@@ -108,7 +108,7 @@ pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material)
shader.CreateInput(usdtokens::roughness, pxr::SdfValueTypeNames->Float).Set(material->roughness);
shader.CreateInput(usdtokens::metallic, pxr::SdfValueTypeNames->Float).Set(material->metallic);
- // Connect the shader and the material together.
+ /* Connect the shader and the material together. */
usd_material.CreateSurfaceOutput().ConnectToSource(shader, usdtokens::surface);
return usd_material;