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Diffstat (limited to 'source/blender/render/intern/source/render_texture.c')
-rw-r--r--source/blender/render/intern/source/render_texture.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index 76b9537116b..ede314a42e1 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -1348,7 +1348,7 @@ int multitex_mtex(ShadeInput *shi, MTex *mtex, float *texvec, float *dxt, float
if(tex->use_nodes && tex->nodetree) {
/* stupid exception here .. but we have to pass shi and mtex to
- textures nodes for 2d mapping and color management for images */
+ * textures nodes for 2d mapping and color management for images */
return ntreeTexExecTree(tex->nodetree, texres, texvec, dxt, dyt, shi->osatex, shi->thread,
tex, mtex->which_output, R.r.cfra, (R.r.scemode & R_TEXNODE_PREVIEW) != 0, shi, mtex);
}
@@ -2064,8 +2064,8 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
texres->nor = nvec;
/* replaced newbump with code based on listing 1 and 2 of
- [Mik10] Mikkelsen M. S.: Bump Mapping Unparametrized Surfaces on the GPU.
- -> http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf */
+ * [Mik10] Mikkelsen M. S.: Bump Mapping Unparametrized Surfaces on the GPU.
+ * -> http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf */
if( mtex->texflag & MTEX_BUMP_OBJECTSPACE )
iBumpSpace = 1;
@@ -2494,7 +2494,7 @@ void do_material_tex(ShadeInput *shi, Render *re)
found_nmapping = 1;
/* qdn: for normalmaps, to invert the normalmap vector,
- it is better to negate x & y instead of subtracting the vector as was done before */
+ * it is better to negate x & y instead of subtracting the vector as was done before */
if (norfac < 0.0f) {
texres.nor[0] = -texres.nor[0];
texres.nor[1] = -texres.nor[1];
@@ -3508,7 +3508,7 @@ void render_realtime_texture(ShadeInput *shi, Image *ima)
}
/* A modified part of shadeinput.c -> shade_input_set_uv()
-* Used for sampling UV mapped texture color */
+ * Used for sampling UV mapped texture color */
static void textured_face_generate_uv(float *uv, float *normal, float *hit, float *v1, float *v2, float *v3)
{
@@ -3647,15 +3647,15 @@ void RE_free_sample_material(Material *mat)
/*
-* Get material diffuse color and alpha (including linked textures) in given coordinates
-*
-* color,alpha : input/output color values
-* volume_co : sample coordinate in global space. used by volumetric materials
-* surface_co : sample surface coordinate in global space. used by "surface" materials
-* face_index : surface face index
-* hit_quad : whether point is on second "half" of a quad
-* orcoDm : orco state derived mesh
-*/
+ * Get material diffuse color and alpha (including linked textures) in given coordinates
+ *
+ * color,alpha : input/output color values
+ * volume_co : sample coordinate in global space. used by volumetric materials
+ * surface_co : sample surface coordinate in global space. used by "surface" materials
+ * face_index : surface face index
+ * hit_quad : whether point is on second "half" of a quad
+ * orcoDm : orco state derived mesh
+ */
void RE_sample_material_color(Material *mat, float color[3], float *alpha, const float volume_co[3], const float surface_co[3], int face_index, short hit_quad, DerivedMesh *orcoDm, Object *ob)
{
MFace *mface;