diff options
Diffstat (limited to 'source/blender/io/usd/intern/usd_writer_abstract.cc')
-rw-r--r-- | source/blender/io/usd/intern/usd_writer_abstract.cc | 12 |
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; |