Cleanup: format, spelling, struct member comment
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@@ -1072,7 +1072,7 @@ void RenderScheduler::update_start_resolution_divider()
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}
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/* Calculate the maximum resolution divider possible while keeping the long axis of the viewport
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* above our prefered minimum axis size (128) */
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* above our preferred minimum axis size (128). */
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const int long_viewport_axis = max(buffer_params_.width, buffer_params_.height);
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const int max_res_divider_for_desired_size = long_viewport_axis / 128;
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@@ -29,7 +29,7 @@
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* It's mostly used for modifiers, and has the advantages of not taking much
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* resources.
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*
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* BMesh is a full-on brep, used for editmode, some modifiers, etc. It's much
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* BMesh is a full-on BREP, used for edit-mode, some modifiers, etc. It's much
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* more capable (if memory-intensive) then CDDM.
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*
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* DerivedMesh is somewhat hackish. Many places assumes that a DerivedMesh is
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@@ -280,7 +280,7 @@ static void eevee_draw_scene(void *vedata)
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SET_FLAG_FROM_TEST(clear_bits, (stl->effects->enabled_effects & EFFECT_SSS), GPU_STENCIL_BIT);
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GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
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/* Depth prepass */
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/* Depth pre-pass. */
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DRW_stats_group_start("Prepass");
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DRW_draw_pass(psl->depth_ps);
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DRW_stats_group_end();
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@@ -18,7 +18,7 @@ namespace blender::eevee {
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class Instance;
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/**
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* Fullscreen textures containing geometric and surface data.
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* Full-screen textures containing geometric and surface data.
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* Used by deferred shading passes. Only one gbuffer is allocated per view
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* and is reused for each deferred layer. This is why there can only be temporary
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* texture inside it.
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@@ -790,7 +790,8 @@ void USDMaterialReader::convert_usd_primvar_reader_float2(
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/* First check if the shader's "varname" input is connected to another source,
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* and use that instead if so. */
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if (varname_input) {
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for (const pxr::UsdShadeConnectionSourceInfo& source_info : varname_input.GetConnectedSources()) {
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for (const pxr::UsdShadeConnectionSourceInfo &source_info :
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varname_input.GetConnectedSources()) {
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pxr::UsdShadeShader shader = pxr::UsdShadeShader(source_info.source.GetPrim());
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pxr::UsdShadeInput secondary_varname_input = shader.GetInput(source_info.sourceName);
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if (secondary_varname_input) {
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@@ -697,7 +697,7 @@ ModifierTypeInfo modifierType_Ocean = {
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/*icon*/ ICON_MOD_OCEAN,
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/*copyData*/ copyData,
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/*deformMatrices_DM*/ nullptr,
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/*deformMatrices*/ nullptr,
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/*deformMatrices*/ nullptr,
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/*deformVertsEM*/ nullptr,
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@@ -380,7 +380,7 @@ void BPy_BM_init_types_select(void)
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BPy_BMEditSelSeq_Type.tp_iter = (getiterfunc)bpy_bmeditselseq_iter;
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/* only 1 iteratir so far */
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/* Only 1 iterator so far. */
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BPy_BMEditSelIter_Type.tp_iternext = (iternextfunc)bpy_bmeditseliter_next;
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BPy_BMEditSelSeq_Type.tp_dealloc = NULL; //(destructor)bpy_bmeditselseq_dealloc;
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