From 8f5f4241c041eb7e62f889314a61d5f0340eb9de Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 30 Apr 2017 03:14:57 +1000 Subject: Cleanup: comment blocks --- source/blender/draw/intern/draw_view.c | 30 +++++++++--------- source/blender/editors/space_view3d/view3d_draw.c | 38 +++++++++++------------ 2 files changed, 34 insertions(+), 34 deletions(-) diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 1a806212206..db8edf1b33d 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -71,8 +71,8 @@ void DRW_draw_region_info(void) static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count) { /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y - * x0 is gridline 0, the axis in screen space - * Area covers [0 .. max) pixels */ + * x0 is gridline 0, the axis in screen space + * Area covers [0 .. max) pixels */ int first = (int)ceil(-x0 / dx); int last = (int)floor((max - x0) / dx); @@ -90,8 +90,8 @@ static void gridline_range(double x0, double dx, double max, int *r_first, int * static int gridline_count(ARegion *ar, double x0, double y0, double dx) { /* x0 & y0 establish the "phase" of the grid within this 2D region - * dx is the frequency, shared by x & y directions - * pass in dx of smallest (highest precision) grid we want to draw */ + * dx is the frequency, shared by x & y directions + * pass in dx of smallest (highest precision) grid we want to draw */ int first, x_ct, y_ct; @@ -108,11 +108,11 @@ static bool drawgrid_draw( unsigned pos, unsigned col, GLubyte col_value[3]) { /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw - * always skip exact x0 & y0 axes; they will be drawn later in color - * - * set grid color once, just before the first line is drawn - * it's harmless to set same color for every line, or every vertex - * but if no lines are drawn, color must not be set! */ + * always skip exact x0 & y0 axes; they will be drawn later in color + * + * set grid color once, just before the first line is drawn + * it's harmless to set same color for every line, or every vertex + * but if no lines are drawn, color must not be set! */ const float x_max = (float)ar->winx; const float y_max = (float)ar->winy; @@ -194,8 +194,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** y += wy; /* now x, y, and dx have their final values - * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space - * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ + * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space + * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ glLineWidth(1.0f); @@ -344,10 +344,10 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) /* draw only if there is something to draw */ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { /* draw how many lines? - * trunc(v3d->gridlines / 2) * 4 - * + 2 for xy axes (possibly with special colors) - * + 1 for z axis (the only line not in xy plane) - * even v3d->gridlines are honored, odd rounded down */ + * trunc(v3d->gridlines / 2) * 4 + * + 2 for xy axes (possibly with special colors) + * + 1 for z axis (the only line not in xy plane) + * even v3d->gridlines are honored, odd rounded down */ const int gridlines = v3d->gridlines / 2; const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit); const float grid = gridlines * grid_scale; diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 1490de0fb48..62d8f771b8c 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -183,7 +183,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view /* calculate pixelsize factor once, is used for lamps and obcenters */ { /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])' - * because of float point precision problems at large values [#23908] */ + * because of float point precision problems at large values [#23908] */ float v1[3], v2[3]; float len_px, len_sc; @@ -960,8 +960,8 @@ static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D if (GPU_material_bound(gpumat)) { /* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode, - * we can't get rid of the following code without a bigger refactor - * or we dropping this functionality. */ + * we can't get rid of the following code without a bigger refactor + * or we dropping this functionality. */ glBegin(GL_TRIANGLE_STRIP); glVertex2f(-1.0f, -1.0f); @@ -1058,8 +1058,8 @@ static void view3d_draw_outline_plates(const bContext *UNUSED(C)) static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count) { /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y - * x0 is gridline 0, the axis in screen space - * Area covers [0 .. max) pixels */ + * x0 is gridline 0, the axis in screen space + * Area covers [0 .. max) pixels */ int first = (int)ceil(-x0 / dx); int last = (int)floor((max - x0) / dx); @@ -1083,8 +1083,8 @@ static void gridline_range(double x0, double dx, double max, int *r_first, int * static int gridline_count(ARegion *ar, double x0, double y0, double dx) { /* x0 & y0 establish the "phase" of the grid within this 2D region - * dx is the frequency, shared by x & y directions - * pass in dx of smallest (highest precision) grid we want to draw */ + * dx is the frequency, shared by x & y directions + * pass in dx of smallest (highest precision) grid we want to draw */ #if DEBUG_GRID printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx); @@ -1107,11 +1107,11 @@ static int gridline_count(ARegion *ar, double x0, double y0, double dx) static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3]) { /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw - * always skip exact x0 & y0 axes; they will be drawn later in color - * - * set grid color once, just before the first line is drawn - * it's harmless to set same color for every line, or every vertex - * but if no lines are drawn, color must not be set! */ + * always skip exact x0 & y0 axes; they will be drawn later in color + * + * set grid color once, just before the first line is drawn + * it's harmless to set same color for every line, or every vertex + * but if no lines are drawn, color must not be set! */ #if DEBUG_GRID printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod); @@ -1206,8 +1206,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** y += wy; /* now x, y, and dx have their final values - * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space - * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ + * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space + * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ glLineWidth(1.0f); @@ -1362,10 +1362,10 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr /* draw only if there is something to draw */ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { /* draw how many lines? - * trunc(v3d->gridlines / 2) * 4 - * + 2 for xy axes (possibly with special colors) - * + 1 for z axis (the only line not in xy plane) - * even v3d->gridlines are honored, odd rounded down */ + * trunc(v3d->gridlines / 2) * 4 + * + 2 for xy axes (possibly with special colors) + * + 1 for z axis (the only line not in xy plane) + * even v3d->gridlines are honored, odd rounded down */ const int gridlines = v3d->gridlines / 2; const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit); const float grid = gridlines * grid_scale; @@ -1872,7 +1872,7 @@ RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4]) gpuPushMatrix(); /* necessary? --merwin */ /* multiply view with object matrix. - * local viewmat and persmat, to calculate projections */ + * local viewmat and persmat, to calculate projections */ ED_view3d_init_mats_rv3d_gl(ob, rv3d); switch (ob->type) { -- cgit v1.2.3