Docs: correct some comments
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@@ -42,7 +42,7 @@
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enum {
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/**
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* Arbitrary allocated memory
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* (owned by #ID's, or will leak on exit)
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* (typically owned by #ID's, will be freed when there are no users).
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*/
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DATA = BLEND_MAKE_ID('D', 'A', 'T', 'A'),
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/**
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@@ -55,8 +55,8 @@ enum {
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*/
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DNA1 = BLEND_MAKE_ID('D', 'N', 'A', '1'),
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/**
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* Used as preview between #REND and #GLOB,
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* (ignored for regular file reading)
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* Used to store thumbnail previews, written between #REND and #GLOB blocks,
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* (ignored for regular file reading).
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*/
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TEST = BLEND_MAKE_ID('T', 'E', 'S', 'T'),
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/**
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@@ -276,10 +276,10 @@ unsigned int ED_view3d_backbuf_sample_rect(
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int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist);
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unsigned int ED_view3d_backbuf_sample(struct ViewContext *vc, int x, int y);
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/* draws and does a 4x4 sample */
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bool ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
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const int mval[2], float mouse_worldloc[3],
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const bool alphaoverride, const float fallback_depth_pt[3]);
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bool ED_view3d_autodist(
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struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
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const int mval[2], float mouse_worldloc[3],
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const bool alphaoverride, const float fallback_depth_pt[3]);
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/* only draw so ED_view3d_autodist_simple can be called many times after */
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void ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
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@@ -4818,10 +4818,17 @@ static float view_autodist_depth_margin(ARegion *ar, const int mval[2], int marg
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return depth_close;
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}
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/* XXX todo Zooms in on a border drawn by the user */
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bool ED_view3d_autodist(Scene *scene, ARegion *ar, View3D *v3d,
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const int mval[2], float mouse_worldloc[3],
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const bool alphaoverride, const float fallback_depth_pt[3])
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/**
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* Get the world-space 3d location from a screen-space 2d point.
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*
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* \param mval: Input screen-space pixel location.
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* \param mouse_worldloc: Output world-space loction.
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* \param fallback_depth_pt: Use this points depth when no depth can be found.
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*/
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bool ED_view3d_autodist(
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Scene *scene, ARegion *ar, View3D *v3d,
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const int mval[2], float mouse_worldloc[3],
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const bool alphaoverride, const float fallback_depth_pt[3])
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{
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bglMats mats; /* ZBuffer depth vars */
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float depth_close;
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