From 7bbf4b78313df9f6d2c760b527eb36a5d0418b82 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 2 Mar 2012 16:05:54 +0000 Subject: style cleanup - spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used. --- .../blender/render/intern/include/pixelshading.h | 2 +- source/blender/render/intern/include/shadbuf.h | 10 +++---- .../blender/render/intern/source/convertblender.c | 2 +- source/blender/render/intern/source/pixelshading.c | 14 ++++----- source/blender/render/intern/source/shadeinput.c | 2 +- source/blender/render/intern/source/shadeoutput.c | 2 +- source/blender/render/intern/source/voxeldata.c | 2 +- source/blender/render/intern/source/zbuf.c | 34 +++++++++++----------- 8 files changed, 34 insertions(+), 34 deletions(-) (limited to 'source/blender/render') diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h index 17032283540..c0adc36f3a3 100644 --- a/source/blender/render/intern/include/pixelshading.h +++ b/source/blender/render/intern/include/pixelshading.h @@ -46,7 +46,7 @@ * t[3] - type ZB_POLY or ZB_HALO * t[4] - max. distance * mask is pixel coverage in bits - * @return pointer to the object + * \return pointer to the object */ int shadeHaloFloat(HaloRen *har, float *col, int zz, diff --git a/source/blender/render/intern/include/shadbuf.h b/source/blender/render/intern/include/shadbuf.h index ddcfc555f7a..4b3595a009f 100644 --- a/source/blender/render/intern/include/shadbuf.h +++ b/source/blender/render/intern/include/shadbuf.h @@ -42,7 +42,7 @@ struct ObjectRen; /** * Calculates shadowbuffers for a vector of shadow-giving lamps - * @param lar The vector of lamps + * \param lar The vector of lamps */ void makeshadowbuf(struct Render *re, LampRen *lar); void freeshadowbuf(struct LampRen *lar); @@ -52,10 +52,10 @@ void threaded_makeshadowbufs(struct Render *re); /** * Determines the shadow factor for a face and lamp. There is some * communication with global variables here. - * @returns The shadow factors: 1.0 for no shadow, 0.0 for complete - * shadow. - * @param shb The shadowbuffer to find the shadow factor in. - * @param inp The inproduct between viewvector and ? + * \return The shadow factors: 1.0 for no shadow, 0.0 for complete + * shadow. + * \param shb The shadowbuffer to find the shadow factor in. + * \param inp The inproduct between viewvector and ? * */ float testshadowbuf(struct Render *re, struct ShadBuf *shb, const float rco[3], const float dxco[3], const float dyco[3], float inp, float mat_bias); diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index 30dc401da27..976c3707fd4 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -1591,7 +1591,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem if(part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT) return 1; -/* 2. start initialising things */ +/* 2. start initializing things */ /* last possibility to bail out! */ psmd = psys_get_modifier(ob,psys); diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c index 9746a6dbd86..223c56ef9d6 100644 --- a/source/blender/render/intern/source/pixelshading.c +++ b/source/blender/render/intern/source/pixelshading.c @@ -252,8 +252,8 @@ static void render_lighting_halo(HaloRen *har, float col_r[3]) /** * Converts a halo z-buffer value to distance from the camera's near plane - * @param z The z-buffer value to convert - * @return a distance from the camera's near plane in blender units + * \param z The z-buffer value to convert + * \return a distance from the camera's near plane in blender units */ static float haloZtoDist(int z) { @@ -271,13 +271,13 @@ static float haloZtoDist(int z) } /** - * @param col (float[4]) Store the rgb color here (with alpha) + * \param col (float[4]) Store the rgb color here (with alpha) * The alpha is used to blend the color to the background * color_new = (1-alpha)*color_background + color - * @param zz The current zbuffer value at the place of this pixel - * @param dist Distance of the pixel from the center of the halo squared. Given in pixels - * @param xn The x coordinate of the pixel relaticve to the center of the halo. given in pixels - * @param yn The y coordinate of the pixel relaticve to the center of the halo. given in pixels + * \param zz The current zbuffer value at the place of this pixel + * \param dist Distance of the pixel from the center of the halo squared. Given in pixels + * \param xn The x coordinate of the pixel relaticve to the center of the halo. given in pixels + * \param yn The y coordinate of the pixel relaticve to the center of the halo. given in pixels */ int shadeHaloFloat(HaloRen *har, float *col, int zz, float dist, float xn, float yn, short flarec) diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c index 052f9769b4e..dd9e1df95cd 100644 --- a/source/blender/render/intern/source/shadeinput.c +++ b/source/blender/render/intern/source/shadeinput.c @@ -91,7 +91,7 @@ extern struct Render R; */ -/* initialise material variables in shadeinput, +/* initialize material variables in shadeinput, * doing inverse gamma correction where applicable */ void shade_input_init_material(ShadeInput *shi) { diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c index 78420aa6ca8..115a913337f 100644 --- a/source/blender/render/intern/source/shadeoutput.c +++ b/source/blender/render/intern/source/shadeoutput.c @@ -1253,7 +1253,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int /* only shadow lamps shouldn't affect shadow-less materials at all */ if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW))) return; - /* optimisation, don't render fully black lamps */ + /* optimization, don't render fully black lamps */ if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f)) return; diff --git a/source/blender/render/intern/source/voxeldata.c b/source/blender/render/intern/source/voxeldata.c index ce5561b3e34..ebcc2ce997f 100644 --- a/source/blender/render/intern/source/voxeldata.c +++ b/source/blender/render/intern/source/voxeldata.c @@ -155,7 +155,7 @@ static void load_frame_image_sequence(VoxelData *vd, Tex *tex) ima->source = IMA_SRC_SEQUENCE; iuser.framenr = 1 + iuser.offset; - /* find the first valid ibuf and use it to initialise the resolution of the data set */ + /* find the first valid ibuf and use it to initialize the resolution of the data set */ /* need to do this in advance so we know how much memory to allocate */ ibuf= BKE_image_get_ibuf(ima, &iuser); while (!ibuf && (iuser.framenr < iuser.frames)) { diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index e90047a4a9c..0727fd6fdd7 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -1032,9 +1032,9 @@ void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, const float ho1[4], const * This is one of the z buffer fill functions called in zbufclip() and * zbufwireclip(). * - * @param v1 [4 floats, world coordinates] first vertex - * @param v2 [4 floats, world coordinates] second vertex - * @param v3 [4 floats, world coordinates] third vertex + * \param v1 [4 floats, world coordinates] first vertex + * \param v2 [4 floats, world coordinates] second vertex + * \param v3 [4 floats, world coordinates] third vertex */ /* WATCH IT: zbuffillGLinv4 and zbuffillGL4 are identical except for a 2 lines, @@ -1285,9 +1285,9 @@ static void zbuffillGL4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v2, * This is one of the z buffer fill functions called in zbufclip() and * zbufwireclip(). * - * @param v1 [4 floats, world coordinates] first vertex - * @param v2 [4 floats, world coordinates] second vertex - * @param v3 [4 floats, world coordinates] third vertex + * \param v1 [4 floats, world coordinates] first vertex + * \param v2 [4 floats, world coordinates] second vertex + * \param v3 [4 floats, world coordinates] third vertex */ /* now: filling two Z values, the closest and 2nd closest */ @@ -1594,12 +1594,12 @@ void zspan_scanconvert(ZSpan *zspan, void *handle, float *v1, float *v2, float * * viewspace coordinates. labda = -1 means no clipping, labda in [0, * 1] means a clipping. * Note: uses globals. - * @param v1 start coordinate s - * @param v2 target coordinate t - * @param b1 - * @param b2 - * @param b3 - * @param a index for coordinate (x, y, or z) + * \param v1 start coordinate s + * \param v2 target coordinate t + * \param b1 + * \param b2 + * \param b3 + * \param a index for coordinate (x, y, or z) */ static void clippyra(float *labda, float *v1, float *v2, int *b2, int *b3, int a, float clipcrop) @@ -1652,11 +1652,11 @@ static void clippyra(float *labda, float *v1, float *v2, int *b2, int *b3, int a * vertex list of this face. * * - * @param v1 start coordinate s - * @param v2 target coordinate t - * @param b1 - * @param b2 - * @param clve vertex vector. + * \param v1 start coordinate s + * \param v2 target coordinate t + * \param b1 + * \param b2 + * \param clve vertex vector. */ static void makevertpyra(float *vez, float *labda, float **trias, float *v1, float *v2, int *b1, int *clve) -- cgit v1.2.3