diff options
Diffstat (limited to 'source/blender/render/intern/source/convertblender.c')
-rw-r--r-- | source/blender/render/intern/source/convertblender.c | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index 89e10cf37eb..1501c6ca4b3 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -126,7 +126,7 @@ /* ------------------------------------------------------------------------- */ /* Stuff for stars. This sits here because it uses gl-things. Part of -this code may move down to the converter. */ + * this code may move down to the converter. */ /* ------------------------------------------------------------------------- */ /* this is a bad beast, since it is misused by the 3d view drawing as well. */ @@ -149,10 +149,10 @@ static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize) } /* there must be a 'fixed' amount of stars generated between -* near and far -* all stars must by preference lie on the far and solely -* differ in clarity/color -*/ + * near and far + * all stars must by preference lie on the far and solely + * differ in clarity/color + */ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void), void (*vertexfunc)(float*), void (*termfunc)(void)) @@ -199,10 +199,10 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void), else unit_m4(mat); /* BOUNDING BOX CALCULATION - * bbox goes from z = loc_near_var | loc_far_var, - * x = -z | +z, - * y = -z | +z - */ + * bbox goes from z = loc_near_var | loc_far_var, + * x = -z | +z, + * y = -z | +z + */ camera= re ? RE_GetCamera(re) : scene->camera; @@ -250,9 +250,9 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void), mul_m4_v3(re->viewmat, vec); /* in vec are global coordinates - * calculate distance to camera - * and using that, define the alpha - */ + * calculate distance to camera + * and using that, define the alpha + */ { float tx, ty, tz; @@ -321,7 +321,7 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void), /* ------------------------------------------------------------------------- */ /* tool functions/defines for ad hoc simplification and possible future - cleanup */ + * cleanup */ /* ------------------------------------------------------------------------- */ #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v)) @@ -514,8 +514,8 @@ static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemAr /**************************************************************** -************ tangent space generation interface ***************** -****************************************************************/ + ************ tangent space generation interface **************** + ****************************************************************/ typedef struct { @@ -608,7 +608,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen } /* calculate cos of angles and point-masses, use as weight factor to - add face normal to vertex */ + * add face normal to vertex */ for(a=0; a<obr->totvlak; a++) { VlakRen *vlr= RE_findOrAddVlak(obr, a); if(vlr->flag & ME_SMOOTH) { @@ -2316,7 +2316,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]); /* we just don't do this vertex again, bad luck for other face using same vertex with - different material... */ + * different material... */ vr->flag |= 1; /* Pass sample back so displace_face can decide which way to split the quad */ @@ -2334,7 +2334,7 @@ static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float ShadeInput shi; /* Warning, This is not that nice, and possibly a bit slow, - however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */ + * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */ memset(&shi, 0, sizeof(ShadeInput)); /* end warning! - Campbell */ @@ -4054,8 +4054,8 @@ static void set_phong_threshold(ObjectRen *obr) int tot=0, i; /* Added check for 'pointy' situations, only dotproducts of 0.9 and larger - are taken into account. This threshold is meant to work on smooth geometry, not - for extreme cases (ton) */ + * are taken into account. This threshold is meant to work on smooth geometry, not + / for extreme cases (ton) */ for(i=0; i<obr->totvlak; i++) { vlr= RE_findOrAddVlak(obr, i); @@ -4094,7 +4094,7 @@ static void set_phong_threshold(ObjectRen *obr) } /* per face check if all samples should be taken. - if raytrace or multisample, do always for raytraced material, or when material full_osa set */ + * if raytrace or multisample, do always for raytraced material, or when material full_osa set */ static void set_fullsample_trace_flag(Render *re, ObjectRen *obr) { VlakRen *vlr; |