style cleanup: comment blocks
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@@ -193,9 +193,11 @@ static int is_pow2_limit(int num)
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{
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/* take texture clamping into account */
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/* XXX: texturepaint not global!
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/* XXX: texturepaint not global! */
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#if 0
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if (G.f & G_TEXTUREPAINT)
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return 1;*/
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#endif
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if (U.glreslimit != 0 && num > U.glreslimit)
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return 0;
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@@ -205,10 +207,12 @@ static int is_pow2_limit(int num)
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static int smaller_pow2_limit(int num)
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{
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/* XXX: texturepaint not global!
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/* XXX: texturepaint not global! */
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#if 0
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if (G.f & G_TEXTUREPAINT)
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return 1;*/
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#endif
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/* take texture clamping into account */
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if (U.glreslimit != 0 && num > U.glreslimit)
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return U.glreslimit;
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@@ -467,7 +471,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
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if(ibuf->rect_float) {
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if(U.use_16bit_textures) {
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/* use high precision textures. This is relatively harmless because OpenGL gives us
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a high precision format only if it is available */
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* a high precision format only if it is available */
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use_high_bit_depth = TRUE;
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}
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@@ -593,7 +597,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
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}
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/* scale if not a power of two. this is not strictly necessary for newer
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GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
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* GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
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if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
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rectw= smaller_pow2_limit(rectw);
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recth= smaller_pow2_limit(recth);
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@@ -714,9 +718,9 @@ int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
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}
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/* these two functions are called on entering and exiting texture paint mode,
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temporary disabling/enabling mipmapping on all images for quick texture
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updates with glTexSubImage2D. images that didn't change don't have to be
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re-uploaded to OpenGL */
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* temporary disabling/enabling mipmapping on all images for quick texture
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* updates with glTexSubImage2D. images that didn't change don't have to be
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* re-uploaded to OpenGL */
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void GPU_paint_set_mipmap(int mipmap)
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{
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Image* ima;
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@@ -1086,10 +1090,10 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
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GMS.gviewinv= rv3d->viewinv;
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/* alpha pass setup. there's various cases to handle here:
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* object transparency on: only solid materials draw in the first pass,
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and only transparent in the second 'alpha' pass.
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* object transparency off: for glsl we draw both in a single pass, and
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for solid we don't use transparency at all. */
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* - object transparency on: only solid materials draw in the first pass,
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* and only transparent in the second 'alpha' pass.
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* - object transparency off: for glsl we draw both in a single pass, and
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* for solid we don't use transparency at all. */
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GMS.use_alpha_pass = (do_alpha_after != NULL);
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GMS.is_alpha_pass = (v3d && v3d->transp);
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if(GMS.use_alpha_pass)
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@@ -1236,7 +1240,7 @@ int GPU_enable_material(int nr, void *attribs)
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GMS.gboundmat= mat;
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/* for glsl use alpha blend mode, unless it's set to solid and
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we are already drawing in an alpha pass */
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* we are already drawing in an alpha pass */
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if(mat->game.alpha_blend != GPU_BLEND_SOLID)
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alphablend= mat->game.alpha_blend;
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@@ -1525,8 +1529,8 @@ void GPU_state_init(void)
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glDisable(GL_CULL_FACE);
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/* calling this makes drawing very slow when AA is not set up in ghost
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on Linux/NVIDIA.
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glDisable(GL_MULTISAMPLE); */
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* on Linux/NVIDIA. */
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// glDisable(GL_MULTISAMPLE);
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}
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/* debugging aid */
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