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Diffstat (limited to 'source/blender/render/intern/source/convertblender.c')
-rw-r--r--source/blender/render/intern/source/convertblender.c42
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;