From c7a7aee004d96d3502d8246d9bf78f34a6dd5a0b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 9 Aug 2022 14:18:18 +1000 Subject: Cleanup: use own username in code-comment tags --- source/blender/render/intern/bake.c | 4 ++-- source/blender/render/intern/texture_margin.cc | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'source/blender/render') diff --git a/source/blender/render/intern/bake.c b/source/blender/render/intern/bake.c index 9ffe2879779..54497a6572f 100644 --- a/source/blender/render/intern/bake.c +++ b/source/blender/render/intern/bake.c @@ -760,8 +760,8 @@ void RE_bake_pixels_populate(Mesh *me, for (int a = 0; a < 3; a++) { const float *uv = mloopuv[lt->tri[a]].uv; - /* NOTE(campbell): workaround for pixel aligned UVs which are common and can screw up our - * intersection tests where a pixel gets in between 2 faces or the middle of a quad, + /* NOTE(@campbellbarton): workaround for pixel aligned UVs which are common and can screw + * up our intersection tests where a pixel gets in between 2 faces or the middle of a quad, * camera aligned quads also have this problem but they are less common. * Add a small offset to the UVs, fixes bug T18685. */ vec[a][0] = (uv[0] - bk_image->uv_offset[0]) * (float)bk_image->width - (0.5f + 0.001f); diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc index 37ef9213615..92146155437 100644 --- a/source/blender/render/intern/texture_margin.cc +++ b/source/blender/render/intern/texture_margin.cc @@ -558,8 +558,8 @@ static void generate_margin(ImBuf *ibuf, for (int a = 0; a < 3; a++) { const float *uv = mloopuv[lt->tri[a]].uv; - /* NOTE(campbell): workaround for pixel aligned UVs which are common and can screw up our - * intersection tests where a pixel gets in between 2 faces or the middle of a quad, + /* NOTE(@campbellbarton): workaround for pixel aligned UVs which are common and can screw up + * our intersection tests where a pixel gets in between 2 faces or the middle of a quad, * camera aligned quads also have this problem but they are less common. * Add a small offset to the UVs, fixes bug T18685. */ vec[a][0] = (uv[0] - uv_offset[0]) * (float)ibuf->x - (0.5f + 0.001f); -- cgit v1.2.3