diff options
Diffstat (limited to 'source/blender/render/intern/bake.c')
-rw-r--r-- | source/blender/render/intern/bake.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/render/intern/bake.c b/source/blender/render/intern/bake.c index 340a35eac15..07c08f3cfbe 100644 --- a/source/blender/render/intern/bake.c +++ b/source/blender/render/intern/bake.c @@ -550,7 +550,7 @@ bool RE_bake_pixels_populate_from_objects(struct Mesh *me_low, Mesh **me_highpoly; BVHTreeFromMesh *treeData; - /* Note: all coordinates are in local space */ + /* NOTE: all coordinates are in local space. */ TriTessFace *tris_low = NULL; TriTessFace *tris_cage = NULL; TriTessFace **tris_high; @@ -752,10 +752,10 @@ void RE_bake_pixels_populate(Mesh *me, for (int a = 0; a < 3; a++) { const float *uv = mloopuv[lt->tri[a]].uv; - /* Note, workaround for pixel aligned UVs which are common and can screw up our + /* NOTE(campbell): workaround for pixel aligned UVs which are common and can screw up our * intersection tests where a pixel gets in between 2 faces or the middle of a quad, * camera aligned quads also have this problem but they are less common. - * Add a small offset to the UVs, fixes bug T18685 - Campbell */ + * Add a small offset to the UVs, fixes bug T18685. */ vec[a][0] = uv[0] * (float)bd.bk_image->width - (0.5f + 0.001f); vec[a][1] = uv[1] * (float)bd.bk_image->height - (0.5f + 0.002f); } |