diff options
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.cpp | 10 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp | 10 |
2 files changed, 10 insertions, 10 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 30344ce3a10..903ea14c5d2 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -356,11 +356,11 @@ void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas) void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport) { /* - This function update canvascoord[]. - These parameters are used to create texcoord[1] - That way we can access the texcoord relative to the canvas: - (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center - */ + * This function update canvascoord[]. + * These parameters are used to create texcoord[1] + * That way we can access the texcoord relative to the canvas: + * (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center + */ canvascoord[0] = (GLfloat) viewport[0] / viewport[2]; canvascoord[0] *= -1; canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2]; diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp index e5ca40c1354..4e4d70fac31 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp @@ -158,11 +158,11 @@ void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list) RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) { /* - Keep a copy of constant lists submitted for rendering, - this guards against (replicated)new...delete every frame, - and we can reuse lists! - :: sorted by mesh slot - */ + * Keep a copy of constant lists submitted for rendering, + * this guards against (replicated)new...delete every frame, + * and we can reuse lists! + * :: sorted by mesh slot + */ RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList; if(!localSlot) { if (ms.m_pDerivedMesh) { |