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Diffstat (limited to 'source/blender/makesdna/DNA_node_types.h')
-rw-r--r--source/blender/makesdna/DNA_node_types.h21
1 files changed, 12 insertions, 9 deletions
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 6befb9da522..4bdb348c74f 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -264,13 +264,14 @@ typedef struct bNode {
rctf butr;
/** Optional preview area. */
rctf prvr;
- /* XXX TODO
+ /**
+ * XXX TODO
* Node totr size depends on the prvr size, which in turn is determined from preview size.
* In earlier versions bNodePreview was stored directly in nodes, but since now there can be
- * multiple instances using different preview images it is possible that required node size varies between instances.
- * preview_xsize, preview_ysize defines a common reserved size for preview rect for now,
- * could be replaced by more accurate node instance drawing, but that requires removing totr from DNA
- * and replacing all uses with per-instance data.
+ * multiple instances using different preview images it is possible that required node size
+ * varies between instances. preview_xsize, preview_ysize defines a common reserved size for
+ * preview rect for now, could be replaced by more accurate node instance drawing,
+ * but that requires removing totr from DNA and replacing all uses with per-instance data.
*/
/** Reserved size of the preview rect. */
short preview_xsize, preview_ysize;
@@ -466,10 +467,12 @@ typedef struct bNodeTree {
bNodeInstanceKey active_viewer_key;
char _pad[4];
- /* execution data */
- /* XXX It would be preferable to completely move this data out of the underlying node tree,
- * so node tree execution could finally run independent of the tree itself. This would allow node trees
- * to be merely linked by other data (materials, textures, etc.), as ID data is supposed to.
+ /** Execution data.
+ *
+ * XXX It would be preferable to completely move this data out of the underlying node tree,
+ * so node tree execution could finally run independent of the tree itself.
+ * This would allow node trees to be merely linked by other data (materials, textures, etc.),
+ * as ID data is supposed to.
* Execution data is generated from the tree once at execution start and can then be used
* as long as necessary, even while the tree is being modified.
*/