style cleanup: block comments
[blender.git] / intern / cycles / subd / subd_build.cpp
index 640c30eba9d4b1ed04be12e1e3318931e23fade0..07f89b2a371b155e2962b53188ad40a112f94f04 100644 (file)
@@ -82,7 +82,7 @@ static float pseudoValence(SubdVert *vert)
 
        if(vert->is_boundary()) {
                /* we treat boundary verts as being half a closed mesh. corners are
-                  special case. n = 4 for corners and n = 2*(n-1) for boundaries. */
+                * special case. n = 4 for corners and n = 2*(n-1) for boundaries. */
                if(valence == 2) return 4;
                return (valence - 1)*2;
        }
@@ -481,10 +481,11 @@ void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStenci
                        }
 
                        /* this change makes the triangle boundaries smoother, but distorts the quads next to them */
-                       /*if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
-                       {
+#if 0
+                       if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face)) {
                                y *= 4.0f / 3.0f;
-                       }*/
+                       }
+#endif
 
                        stencil->get(interior1Indices[primitiveOffset+v]) = stencil->get(edge1Indices[primitiveOffset+v]);
                        stencil->get(interior1Indices[primitiveOffset+v]) += x;
@@ -539,8 +540,10 @@ void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStenci
                        }
 
                        /* this change makes the triangle boundaries smoother, but distorts the quads next to them. */
-                       /*if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
-                               y *= 4.0f / 3.0f;*/
+#if 0
+                       if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
+                               y *= 4.0f / 3.0f;
+#endif
 
                        stencil->get(interior2Indices[primitiveOffset+v]) = stencil->get(edge2Indices[primitiveOffset+v]);
                        stencil->get(interior2Indices[primitiveOffset+v]) += x;