style cleanup
authorCampbell Barton <ideasman42@gmail.com>
Sun, 8 Jul 2012 20:36:00 +0000 (20:36 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sun, 8 Jul 2012 20:36:00 +0000 (20:36 +0000)
13 files changed:
source/blender/editors/space_view3d/drawanimviz.c
source/blender/editors/space_view3d/drawarmature.c
source/blender/editors/space_view3d/drawmesh.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/drawvolume.c
source/blender/editors/space_view3d/space_view3d.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/space_view3d/view3d_fly.c
source/blender/editors/space_view3d/view3d_header.c
source/blender/editors/space_view3d/view3d_select.c
source/blender/editors/space_view3d/view3d_snap.c
source/blender/editors/space_view3d/view3d_view.c

index 4fc3edb521e8522915e60a8f8a9173c373f79162..afbaabf1b06e20e6a0eaeb79901e5b2ceeb78671 100644 (file)
@@ -135,10 +135,10 @@ void draw_motion_path_instance(Scene *scene,
        /* draw curve-line of path */
        glShadeModel(GL_SMOOTH);
        
-       glBegin(GL_LINE_STRIP);                                 
+       glBegin(GL_LINE_STRIP);
        for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
                short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
-               float intensity; /* how faint */
+               float intensity;  /* how faint */
                
                /* set color
                 * - more intense for active/selected bones, less intense for unselected bones
@@ -223,7 +223,7 @@ void draw_motion_path_instance(Scene *scene,
                UI_ThemeColor(TH_TEXT_HI);
        }
        
-       // XXX, this isn't up to date but probably should be kept so.
+       /* XXX, this isn't up to date but probably should be kept so. */
        invert_m4_m4(ob->imat, ob->obmat);
        
        /* Draw frame numbers at each framestep value */
index cdaf7d5690f9092bc60ef0c3e61ddfebd94ac180..48b3672c144da0469cce1e4e7f9f0445174d7c5d 100644 (file)
@@ -686,13 +686,13 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
                        tailvec = headvec;
                        tail = head;
                        zero_v3(dirvec);
-                       dirvec[0] = 0.00001; // XXX. weak but ok
+                       dirvec[0] = 0.00001;  /* XXX. weak but ok */
                }
                else if (tail - view_dist > head) {
                        headvec = tailvec;
                        head = tail;
                        zero_v3(dirvec);
-                       dirvec[0] = 0.00001; // XXX. weak but ok
+                       dirvec[0] = 0.00001;  /* XXX. weak but ok */
                }
        }
 
@@ -1019,7 +1019,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
                
                /*      Draw root point if we are not connected */
                if ((boneflag & BONE_CONNECTED) == 0) {
-                       if (G.f & G_PICKSEL) {  // no bitmap in selection mode, crashes 3d cards...
+                       if (G.f & G_PICKSEL) {  /* no bitmap in selection mode, crashes 3d cards... */
                                glLoadName(id | BONESEL_ROOT);
                                glBegin(GL_POINTS);
                                glVertex3f(0.0f, 0.0f, 0.0f);
@@ -1151,7 +1151,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
                glScalef(length, length, length);
                draw_bone_points(dt, armflag, boneflag, id);
                glPopMatrix();
-               length *= 0.95f; // make vertices visible
+               length *= 0.95f;  /* make vertices visible */
        }
 
        /* colors for modes */
@@ -1225,7 +1225,7 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len
                        glBegin(GL_LINES);
                        glVertex3f(0.0f, 0.0f, 0.0f);
                        glVertex3f(0.0f, dlen, 0.0f);
-                       glEnd(); // GL_LINES
+                       glEnd();  /* GL_LINES */
                        
                        glPopMatrix();
                }
@@ -1266,7 +1266,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
                glScalef(length, length, length);
                draw_bone_points(dt, armflag, boneflag, id);
                glPopMatrix();
-               length *= 0.95f;    // make vertices visible
+               length *= 0.95f;  /* make vertices visible */
        }
        
        /* this chunk not in object mode */
@@ -1416,7 +1416,9 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
                                /* Find the chain's root */
                                while (parchan->parent) {
                                        segcount++;
-                                       if (segcount == data->rootbone || segcount > 255) break;  // 255 is weak
+                                       if (segcount == data->rootbone || segcount > 255) {
+                                               break;  /* 255 is weak */
+                                       }
                                        parchan = parchan->parent;
                                }
                                if (parchan)
@@ -1440,13 +1442,13 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
                                /* Find the chain's root */
                                while (parchan->parent) {
                                        segcount++;
-                                       // FIXME: revise the breaking conditions
-                                       if (segcount == data->chainlen || segcount > 255) break;  // 255 is weak
+                                       /* FIXME: revise the breaking conditions */
+                                       if (segcount == data->chainlen || segcount > 255) break;  /* 255 is weak */
                                        parchan = parchan->parent;
                                }
-                               if (parchan) // XXX revise the breaking conditions to only stop at the tail?
+                               if (parchan)  /* XXX revise the breaking conditions to only stop at the tail? */
                                        glVertex3fv(parchan->pose_head);
-                               
+
                                glEnd();
                                setlinestyle(0);
                        }
@@ -1594,7 +1596,7 @@ static void draw_pose_dofs(Object *ob)
                                                                theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
                                                                glRotatef(theta, 0.0f, 0.0f, 1.0f);
                                                                
-                                                               glColor3ub(50, 50, 255);    // blue, Z axis limit
+                                                               glColor3ub(50, 50, 255);  /* blue, Z axis limit */
                                                                glBegin(GL_LINE_STRIP);
                                                                for (a = -16; a <= 16; a++) {
                                                                        /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
@@ -1611,14 +1613,14 @@ static void draw_pose_dofs(Object *ob)
                                                                glEnd();
                                                                
                                                                glRotatef(-theta, 0.0f, 0.0f, 1.0f);
-                                                       }                                       
+                                                       }
                                                        
                                                        if (pchan->ikflag & BONE_IK_XLIMIT) {
                                                                /* OpenGL requires rotations in degrees; so we're taking the average angle here */
                                                                theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
                                                                glRotatef(theta, 1.0f, 0.0f, 0.0f);
                                                                
-                                                               glColor3ub(255, 50, 50);    // Red, X axis limit
+                                                               glColor3ub(255, 50, 50);  /* Red, X axis limit */
                                                                glBegin(GL_LINE_STRIP);
                                                                for (a = -16; a <= 16; a++) {
                                                                        /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
@@ -1792,7 +1794,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
                        }
                        
                        if (index != -1)
-                               index += 0x10000;   // pose bones count in higher 2 bytes only
+                               index += 0x10000;  /* pose bones count in higher 2 bytes only */
                }
                
                /* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
@@ -1861,7 +1863,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
                        }
                        
                        if (index != -1) 
-                               index += 0x10000;   // pose bones count in higher 2 bytes only
+                               index += 0x10000;  /* pose bones count in higher 2 bytes only */
                }
                /* stick or wire bones have not been drawn yet so don't clear object selection in this case */
                if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire) {
@@ -1900,11 +1902,11 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
                                        const short constflag = pchan->constflag;
                                        if ((do_dashed & 1) && (pchan->parent)) {
                                                /* Draw a line from our root to the parent's tip 
-                                                *      - only if V3D_HIDE_HELPLINES is enabled...
+                                                * - only if V3D_HIDE_HELPLINES is enabled...
                                                 */
                                                if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0) ) {
                                                        if (arm->flag & ARM_POSEMODE) {
-                                                               glLoadName(index & 0xFFFF); // object tag, for bordersel optim
+                                                               glLoadName(index & 0xFFFF);  /* object tag, for bordersel optim */
                                                                UI_ThemeColor(TH_WIRE);
                                                        }
                                                        setlinestyle(3);
@@ -1922,15 +1924,15 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
                                                        if (constflag & PCHAN_HAS_IK) {
                                                                if (bone->flag & BONE_SELECTED) {
                                                                        if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
-                                                                       else glColor3ub(200, 200, 50);  // add theme!
-                                                                       
+                                                                       else glColor3ub(200, 200, 50);  /* add theme! */
+
                                                                        glLoadName(index & 0xFFFF);
                                                                        pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
                                                                }
                                                        }
                                                        else if (constflag & PCHAN_HAS_SPLINEIK) {
                                                                if (bone->flag & BONE_SELECTED) {
-                                                                       glColor3ub(150, 200, 50);   // add theme!
+                                                                       glColor3ub(150, 200, 50);  /* add theme! */
                                                                        
                                                                        glLoadName(index & 0xFFFF);
                                                                        pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
@@ -2205,7 +2207,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
                                /* offset to parent */
                                if (eBone->parent) {
                                        UI_ThemeColor(TH_WIRE);
-                                       glLoadName(-1);         // -1 here is OK!
+                                       glLoadName(-1);  /* -1 here is OK! */
                                        setlinestyle(3);
                                        
                                        glBegin(GL_LINES);
@@ -2227,7 +2229,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
        
        /* finally names and axes */
        if (arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) {
-               // patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing
+               /* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
                if ((G.f & G_PICKSEL) == 0) {
                        float vec[3];
                        unsigned char col[4];
@@ -2574,7 +2576,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
                const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
                glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
                glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
-               glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); // only for lighting...
+               glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);  /* only for lighting... */
        }
        
        /* arm->flag is being used to detect mode... */
index 19696b2b0e0e3b58438a31bca4d469d3f1ba4de5..38109c3048ecb36c7a27da719e7309af92822df6 100644 (file)
@@ -71,7 +71,7 @@
 #include "ED_mesh.h"
 #include "ED_uvedit.h"
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
 /* user data structures for derived mesh callbacks */
 typedef struct drawMeshFaceSelect_userData {
@@ -214,7 +214,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
        dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
        setlinestyle(0);
 
-       bglPolygonOffset(rv3d->dist, 0.0);  // resets correctly now, even after calling accumulated offsets
+       bglPolygonOffset(rv3d->dist, 0.0);  /* resets correctly now, even after calling accumulated offsets */
 
        BLI_edgehash_free(data.eh, NULL);
 }
@@ -223,7 +223,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
 
 static Material *give_current_material_or_def(Object *ob, int matnr)
 {
-       extern Material defmaterial;    // render module abuse...
+       extern Material defmaterial;  /* render module abuse... */
        Material *ma = give_current_material(ob, matnr);
 
        return ma ? ma : &defmaterial;
@@ -248,7 +248,7 @@ static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *m
        static int c_lit;
        static int c_has_texface;
 
-       Object *litob = NULL; //to get mode to turn off mipmap in painting mode
+       Object *litob = NULL;  /* to get mode to turn off mipmap in painting mode */
        int backculled = GEMAT_BACKCULL;
        int alphablend = 0;
        int textured = 0;
@@ -317,7 +317,7 @@ static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *m
        if (lit != c_lit || ma != c_ma) {
                if (lit) {
                        float spec[4];
-                       if (!ma) ma = give_current_material_or_def(NULL, 0);  //default material
+                       if (!ma) ma = give_current_material_or_def(NULL, 0);  /* default material */
 
                        spec[0] = ma->spec * ma->specr;
                        spec[1] = ma->spec * ma->specg;
@@ -345,7 +345,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
        unsigned char obcol[4];
        int is_tex, solidtex;
 
-       // XXX scene->obedit warning
+       /* XXX scene->obedit warning */
 
        /* texture draw is abused for mask selection mode, do this so wire draw
         * with face selection in weight paint is not lit. */
@@ -705,8 +705,8 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
 
 
 
-                       // The BM_FONT handling is in the gpu module, shared with the
-                       // game engine, was duplicated previously
+                       /* The BM_FONT handling is in the gpu module, shared with the
+                        * game engine, was duplicated previously */
 
                        set_property_valstr(prop, string);
                        characters = strlen(string);
@@ -1062,7 +1062,7 @@ void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *d
                 * rather than the shading, this is also forced in wire view */
 
                bglPolygonOffset(rv3d->dist, 1.0);
-               glDepthMask(0); // disable write in zbuffer, selected edge wires show better
+               glDepthMask(0);  /* disable write in zbuffer, selected edge wires show better */
 
                glEnable(GL_BLEND);
                glColor4ub(255, 255, 255, 96);
index 7f7970382bc101bc802e1c4f5f83c389a0cfbba1..b651dfcb8dbb65b84b6e6531688d91dad505665a 100644 (file)
@@ -35,7 +35,7 @@
 
 #include "DNA_camera_types.h"
 #include "DNA_curve_types.h"
-#include "DNA_constraint_types.h" // for drawing constraint
+#include "DNA_constraint_types.h"  /* for drawing constraint */
 #include "DNA_lamp_types.h"
 #include "DNA_lattice_types.h"
 #include "DNA_material_types.h"
 #include "BLI_rand.h"
 #include "BLI_utildefines.h"
 
-#include "BKE_anim.h"  //for the where_on_path function
+#include "BKE_anim.h"  /* for the where_on_path function */
 #include "BKE_armature.h"
 #include "BKE_camera.h"
-#include "BKE_constraint.h" // for the get_constraint_target function
+#include "BKE_constraint.h"  /* for the get_constraint_target function */
 #include "BKE_curve.h"
 #include "BKE_DerivedMesh.h"
 #include "BKE_deform.h"
 #include "wm_subwindow.h"
 #include "BLF_api.h"
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
 typedef enum eWireDrawMode {
        OBDRAW_WIRE_OFF = 0,
@@ -2781,7 +2781,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
        ToolSettings *ts = scene->toolsettings;
        int sel;
 
-       if (v3d->zbuf) glDepthMask(0);      // disable write in zbuffer, zbuf select
+       if (v3d->zbuf) glDepthMask(0);  /* disable write in zbuffer, zbuf select */
 
        for (sel = 0; sel < 2; sel++) {
                unsigned char col[4], fcol[4];
@@ -3202,8 +3202,8 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
                        glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
                }
 
-               // Setup for drawing wire over, disable zbuffer
-               // write to show selected edge wires better
+               /* Setup for drawing wire over, disable zbuffer
+                * write to show selected edge wires better */
                UI_ThemeColor(TH_WIRE);
 
                bglPolygonOffset(rv3d->dist, 1.0);
@@ -3222,18 +3222,18 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
                UI_GetThemeColor4ubv(TH_FACE, col1);
                UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
                UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
-               
+
                glEnable(GL_BLEND);
-               glDepthMask(0);     // disable write in zbuffer, needed for nice transp
-               
+               glDepthMask(0);  /* disable write in zbuffer, needed for nice transp */
+
                /* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
                if (check_object_draw_texture(scene, v3d, dt))
                        col1[3] = 0;
-               
+
                draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
 
                glDisable(GL_BLEND);
-               glDepthMask(1);     // restore write in zbuffer
+               glDepthMask(1);  /* restore write in zbuffer */
        }
        else if (efa_act) {
                /* even if draw faces is off it would be nice to draw the stipple face
@@ -3242,15 +3242,15 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
                unsigned char col1[4], col2[4], col3[4];
                col1[3] = col2[3] = 0; /* don't draw */
                UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
-               
+
                glEnable(GL_BLEND);
-               glDepthMask(0);     // disable write in zbuffer, needed for nice transp
-               
+               glDepthMask(0);  /* disable write in zbuffer, needed for nice transp */
+
                draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
 
                glDisable(GL_BLEND);
-               glDepthMask(1);     // restore write in zbuffer
-               
+               glDepthMask(1);  /* restore write in zbuffer */
+
        }
 
        /* here starts all fancy draw-extra over */
@@ -3583,7 +3583,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                 */
                if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
                        bglPolygonOffset(rv3d->dist, 1.0);
-                       glDepthMask(0); // disable write in zbuffer, selected edge wires show better
+                       glDepthMask(0);  /* disable write in zbuffer, selected edge wires show better */
                }
                
                if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)
@@ -3818,7 +3818,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob,
        if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
        else glFrontFace(GL_CCW);
        
-       if (ob->type == OB_MBALL) {   // mball always smooth shaded
+       if (ob->type == OB_MBALL) {  /* mball always smooth shaded */
                glShadeModel(GL_SMOOTH);
        }
        
@@ -5639,8 +5639,8 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
                        
                        while (nr-- > 0) { /* accounts for empty bevel lists */
                                const float fac = bevp->radius * ts->normalsize;
-                               float vec_a[3]; // Offset perpendicular to the curve
-                               float vec_b[3]; // Delta along the curve
+                               float vec_a[3]; /* Offset perpendicular to the curve */
+                               float vec_b[3]; /* Delta along the curve */
 
                                vec_a[0] = fac;
                                vec_a[1] = 0.0f;
@@ -5736,7 +5736,7 @@ static void draw_empty_cone(float size)
 }
 
 /* draw points on curve speed handles */
-#if 0 // XXX old animation system stuff
+#if 0  /* XXX old animation system stuff */
 static void curve_draw_speed(Scene *scene, Object *ob)
 {
        Curve *cu = ob->data;
@@ -5765,7 +5765,7 @@ static void curve_draw_speed(Scene *scene, Object *ob)
        glPointSize(1.0);
        bglEnd();
 }
-#endif // XXX old animation system stuff
+#endif  /* XXX old animation system stuff */
 
 
 static void draw_textcurs(float textcurs[4][2])
@@ -6009,7 +6009,7 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
        
        /* calculus here, is reused in PFIELD_FORCE */
        invert_m4_m4(imat, rv3d->viewmatob);
-//     normalize_v3(imat[0]);          // we don't do this because field doesnt scale either... apart from wind!
+//     normalize_v3(imat[0]);  /* we don't do this because field doesnt scale either... apart from wind! */
 //     normalize_v3(imat[1]);
        
        if (pd->forcefield == PFIELD_WIND) {
@@ -6383,8 +6383,8 @@ static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
        }
        
        bglPolygonOffset(rv3d->dist, 1.0);
-       glDepthMask(0); // disable write in zbuffer, selected edge wires show better
-       
+       glDepthMask(0);  /* disable write in zbuffer, selected edge wires show better */
+
        if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
                Curve *cu = ob->data;
                if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
@@ -6990,7 +6990,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
 #endif
                }
 
-               // only draw domains
+               /* only draw domains */
                if (smd->domain && smd->domain->fluid) {
                        if (CFRA < smd->domain->point_cache[0]->startframe) {
                                /* don't show smoke before simulation starts, this could be made an option in the future */
@@ -7408,7 +7408,7 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
        }
 }
 
-// must have called WM_set_framebuffer_index_color beforehand
+/* must have called WM_set_framebuffer_index_color beforehand */
 static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
 {
        Mesh *me = userData;
@@ -7462,11 +7462,11 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
 
                                bglPolygonOffset(rv3d->dist, 1.0);
 
-                               // we draw edges always, for loop (select) tools
+                               /* we draw edges always, for loop (select) tools */
                                bbs_mesh_wire(em, dm, bm_solidoffs);
                                bm_wireoffs = bm_solidoffs + em->bm->totedge;
 
-                               // we draw verts if vert select mode or if in transform (for snap).
+                               /* we draw verts if vert select mode or if in transform (for snap). */
                                if ((ts->selectmode & SCE_SELECT_VERTEX) || (G.moving & G_TRANSFORM_EDIT)) {
                                        bbs_mesh_verts(em, dm, bm_wireoffs);
                                        bm_vertoffs = bm_wireoffs + em->bm->totvert;
index 60b3b911b1b6fc2fbf8d6b89db935980bfc40b5f..2c2d4039225dd97090f07edcbbcb37e11ad1136d 100644 (file)
@@ -45,7 +45,7 @@
 #include "BLI_rand.h"
 
 #include "BKE_curve.h"
-#include "BKE_constraint.h" // for the get_constraint_target function
+#include "BKE_constraint.h"  /* for the get_constraint_target function */
 #include "BKE_DerivedMesh.h"
 #include "BKE_displist.h"
 #include "BKE_effect.h"
@@ -148,7 +148,7 @@ static int intersect_edges(float *points, float a, float b, float c, float d, fl
 
 static int convex(const float p0[3], const float up[3], const float a[3], const float b[3])
 {
-       // Vec3 va = a-p0, vb = b-p0;
+       /* Vec3 va = a-p0, vb = b-p0; */
        float va[3], vb[3], tmp[3];
        sub_v3_v3v3(va, a, p0);
        sub_v3_v3v3(vb, b, p0);
@@ -175,7 +175,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
                {1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
        };
 
-       // edges have the form edges[n][0][xyz] + t*edges[n][1][xyz]
+       /* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */
        float edges[12][2][3] = {
                {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
                {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
@@ -226,54 +226,54 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
 
        sub_v3_v3v3(size, max, min);
 
-       // maxx, maxy, maxz
+       /* maxx, maxy, maxz */
        cv[0][0] = max[0];
        cv[0][1] = max[1];
        cv[0][2] = max[2];
-       // minx, maxy, maxz
+       /* minx, maxy, maxz */
        cv[1][0] = min[0];
        cv[1][1] = max[1];
        cv[1][2] = max[2];
-       // minx, miny, maxz
+       /* minx, miny, maxz */
        cv[2][0] = min[0];
        cv[2][1] = min[1];
        cv[2][2] = max[2];
-       // maxx, miny, maxz
+       /* maxx, miny, maxz */
        cv[3][0] = max[0];
        cv[3][1] = min[1];
        cv[3][2] = max[2];
 
-       // maxx, maxy, minz
+       /* maxx, maxy, minz */
        cv[4][0] = max[0];
        cv[4][1] = max[1];
        cv[4][2] = min[2];
-       // minx, maxy, minz
+       /* minx, maxy, minz */
        cv[5][0] = min[0];
        cv[5][1] = max[1];
        cv[5][2] = min[2];
-       // minx, miny, minz
+       /* minx, miny, minz */
        cv[6][0] = min[0];
        cv[6][1] = min[1];
        cv[6][2] = min[2];
-       // maxx, miny, minz
+       /* maxx, miny, minz */
        cv[7][0] = max[0];
        cv[7][1] = min[1];
        cv[7][2] = min[2];
 
-       copy_v3_v3(edges[0][0], cv[4]); // maxx, maxy, minz
-       copy_v3_v3(edges[1][0], cv[5]); // minx, maxy, minz
-       copy_v3_v3(edges[2][0], cv[6]); // minx, miny, minz
-       copy_v3_v3(edges[3][0], cv[7]); // maxx, miny, minz
+       copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */
+       copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */
+       copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */
+       copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */
 
-       copy_v3_v3(edges[4][0], cv[3]); // maxx, miny, maxz
-       copy_v3_v3(edges[5][0], cv[2]); // minx, miny, maxz
-       copy_v3_v3(edges[6][0], cv[6]); // minx, miny, minz
-       copy_v3_v3(edges[7][0], cv[7]); // maxx, miny, minz
+       copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */
+       copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */
+       copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */
+       copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */
 
-       copy_v3_v3(edges[8][0], cv[1]); // minx, maxy, maxz
-       copy_v3_v3(edges[9][0], cv[2]); // minx, miny, maxz
-       copy_v3_v3(edges[10][0], cv[6]); // minx, miny, minz
-       copy_v3_v3(edges[11][0], cv[5]); // minx, maxy, minz
+       copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */
+       copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */
+       copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */
+       copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */
 
        // printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
        // printf("min[2]: %f, max[2]: %f\n", min[2], max[2]);
@@ -311,11 +311,11 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
        printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]);
 #endif
 
-       // get view vector
+       /* get view vector */
        copy_v3_v3(viewnormal, rv3d->viewinv[2]);
        normalize_v3(viewnormal);
 
-       // find cube vertex that is closest to the viewer
+       /* find cube vertex that is closest to the viewer */
        for (i = 0; i < 8; i++) {
                float x, y, z;
 
@@ -346,9 +346,9 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
                glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
                glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text);
 
-               // cell spacing
+               /* cell spacing */
                glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
-               // custom parameter for smoke style (higher = thicker)
+               /* custom parameter for smoke style (higher = thicker) */
                glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 7.0, 7.0, 7.0, 1.0);
        }
        else
@@ -366,10 +366,10 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
                cor[2] = (float)res[2] / (float)power_of_2_max_i(res[2]);
        }
 
-       // our slices are defined by the plane equation a*x + b*y +c*z + d = 0
-       // (a,b,c), the plane normal, are given by viewdir
-       // d is the parameter along the view direction. the first d is given by
-       // inserting previously found vertex into the plane equation
+       /* our slices are defined by the plane equation a*x + b*y +c*z + d = 0
+        * (a,b,c), the plane normal, are given by viewdir
+        * d is the parameter along the view direction. the first d is given by
+        * inserting previously found vertex into the plane equation */
 
        /* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
        ds = (ABS(viewnormal[0]) * size[0] + ABS(viewnormal[1]) * size[1] + ABS(viewnormal[2]) * size[2]);
@@ -395,8 +395,8 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
 
                // printf("my d: %f\n", d);
 
-               // intersect_edges returns the intersection points of all cube edges with
-               // the given plane that lie within the cube
+               /* intersect_edges returns the intersection points of all cube edges with
+                * the given plane that lie within the cube */
                numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);
 
                // printf("points: %d\n", numpoints);
@@ -404,7 +404,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
                if (numpoints > 2) {
                        copy_v3_v3(p0, points);
 
-                       // sort points to get a convex polygon
+                       /* sort points to get a convex polygon */
                        for (i = 1; i < numpoints - 1; i++) {
                                for (j = i + 1; j < numpoints; j++) {
                                        if (!convex(p0, viewnormal, &points[j * 3], &points[i * 3])) {
@@ -454,4 +454,3 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
                glDepthMask(GL_TRUE);   
        }
 }
-
index a6948222d9390ade31125d0b09506863b38b5bf1..88d08d937be7140d33eded16d4857d99337267c8 100644 (file)
@@ -62,7 +62,7 @@
 
 #include "UI_resources.h"
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
 /* ******************** manage regions ********************* */
 
@@ -1016,7 +1016,7 @@ static void space_view3d_listener(struct ScrArea *sa, struct wmNotifier *wmn)
                        break;
        }
 
-       // removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier.
+       /* removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier. */
 #if 0
        if (wmn->category == NC_SCENE && wmn->data == ND_FRAME) {
                View3D *v3d = area->spacedata.first;
@@ -1172,7 +1172,7 @@ void ED_spacetype_view3d(void)
        /* regions: listview/buttons */
        art = MEM_callocN(sizeof(ARegionType), "spacetype view3d buttons region");
        art->regionid = RGN_TYPE_UI;
-       art->prefsizex = 180; // XXX
+       art->prefsizex = 180; /* XXX */
        art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
        art->listener = view3d_buttons_area_listener;
        art->init = view3d_buttons_area_init;
@@ -1184,8 +1184,8 @@ void ED_spacetype_view3d(void)
        /* regions: tool(bar) */
        art = MEM_callocN(sizeof(ARegionType), "spacetype view3d tools region");
        art->regionid = RGN_TYPE_TOOLS;
-       art->prefsizex = 160; // XXX
-       art->prefsizey = 50; // XXX
+       art->prefsizex = 160; /* XXX */
+       art->prefsizey = 50; /* XXX */
        art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
        art->listener = view3d_buttons_area_listener;
        art->init = view3d_tools_area_init;
index 3079719efe0b266eede5974a4dbe262ce4192168..1ace46889912bf270bee531eb583f5cea1b204ee 100644 (file)
@@ -28,7 +28,6 @@
  *  \ingroup spview3d
  */
 
-
 #include <string.h>
 #include <stdio.h>
 #include <math.h>
@@ -65,7 +64,7 @@
 #include "BKE_movieclip.h"
 
 #include "RE_engine.h"
-#include "RE_pipeline.h"    // make_stars
+#include "RE_pipeline.h"  /* make_stars */
 
 #include "IMB_imbuf_types.h"
 #include "IMB_imbuf.h"
@@ -92,8 +91,7 @@
 #include "GPU_material.h"
 #include "GPU_extensions.h"
 
-#include "view3d_intern.h"  // own include
-
+#include "view3d_intern.h"  /* own include */
 
 
 static void star_stuff_init_func(void)
@@ -299,7 +297,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
        dx = fabs(x - (wx) * fx / fw);
        if (dx == 0) dx = fabs(y - (wy) * fy / fw);
        
-       glDepthMask(0);     // disable write in zbuffer
+       glDepthMask(0);     /* disable write in zbuffer */
 
        /* check zoom out */
        UI_ThemeColor(TH_GRID);
@@ -361,7 +359,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
                                                drawgrid_draw(ar, wx, wy, x, y, dx);
                                        }
                                }
-                               else {  // start blending out
+                               else {  /* start blending out */
                                        UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
                                        drawgrid_draw(ar, wx, wy, x, y, dx);
 
@@ -369,7 +367,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
                                        drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
                                }
                        }
-                       else {  // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
+                       else {  /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10)) */
                                UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
                                drawgrid_draw(ar, wx, wy, x, y, dx);
 
@@ -378,10 +376,10 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
                        }
                }
                else {
-                       if (dx > (GRID_MIN_PX_D * 10.0)) {      // start blending in
+                       if (dx > (GRID_MIN_PX_D * 10.0)) {  /* start blending in */
                                rv3d->gridview /= sublines;
                                dx /= sublines;
-                               if (dx > (GRID_MIN_PX_D * 10.0)) {      // start blending in
+                               if (dx > (GRID_MIN_PX_D * 10.0)) {  /* start blending in */
                                        rv3d->gridview /= sublines;
                                        dx /= sublines;
                                        if (dx > (GRID_MIN_PX_D * 10.0)) {
@@ -435,7 +433,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
 
        fdrawline(x, 0.0, x, (float)ar->winy); 
 
-       glDepthMask(1);     // enable write in zbuffer
+       glDepthMask(1);  /* enable write in zbuffer */
 }
 #undef GRID_MIN_PX
 
@@ -473,7 +471,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
        grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
        grid = gridlines * grid_scale;
 
-       if (v3d->zbuf && scene->obedit) glDepthMask(0);  // for zbuffer-select
+       if (v3d->zbuf && scene->obedit)
+               glDepthMask(0);  /* for zbuffer-select */
 
        UI_GetThemeColor3ubv(TH_GRID, col_grid);
 
@@ -665,10 +664,10 @@ static void draw_view_axis(RegionView3D *rv3d)
 /* draw center and axis of rotation for ongoing 3D mouse navigation */
 static void draw_rotation_guide(RegionView3D *rv3d)
 {
-       float o[3]; // center of rotation
-       float end[3]; // endpoints for drawing
+       float o[3];    /* center of rotation */
+       float end[3];  /* endpoints for drawing */
 
-       float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; // bright blue so it matches device LEDs
+       float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f};  /* bright blue so it matches device LEDs */
 
        negate_v3_v3(o, rv3d->ofs);
 
@@ -677,25 +676,25 @@ static void draw_rotation_guide(RegionView3D *rv3d)
        glShadeModel(GL_SMOOTH);
        glPointSize(5);
        glEnable(GL_POINT_SMOOTH);
-       glDepthMask(0); // don't overwrite zbuf
+       glDepthMask(0);  /* don't overwrite zbuf */
 
        if (rv3d->rot_angle != 0.f) {
-               // -- draw rotation axis --
+               /* -- draw rotation axis -- */
                float scaled_axis[3];
                const float scale = rv3d->dist;
                mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
 
 
                glBegin(GL_LINE_STRIP);
-               color[3] = 0.f; // more transparent toward the ends
+               color[3] = 0.f;  /* more transparent toward the ends */
                glColor4fv(color);
                add_v3_v3v3(end, o, scaled_axis);
                glVertex3fv(end);
 
-               // color[3] = 0.2f + fabsf(rv3d->rot_angle); // modulate opacity with angle
+               // color[3] = 0.2f + fabsf(rv3d->rot_angle);  /* modulate opacity with angle */
                // ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
 
-               color[3] = 0.5f; // more opaque toward the center
+               color[3] = 0.5f;  /* more opaque toward the center */
                glColor4fv(color);
                glVertex3fv(o);
 
@@ -705,7 +704,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
                glVertex3fv(end);
                glEnd();
                
-               // -- draw ring around rotation center --
+               /* -- draw ring around rotation center -- */
                {
 #define     ROT_AXIS_DETAIL 13
 
@@ -714,7 +713,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
                        float angle;
                        int i;
 
-                       float q[4]; // rotate ring so it's perpendicular to axis
+                       float q[4];  /* rotate ring so it's perpendicular to axis */
                        const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
                        if (!upright) {
                                const float up[3] = {0.f, 0.f, 1.f};
@@ -725,7 +724,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
                                axis_angle_to_quat(q, vis_axis, vis_angle);
                        }
 
-                       color[3] = 0.25f; // somewhat faint
+                       color[3] = 0.25f;  /* somewhat faint */
                        glColor4fv(color);
                        glBegin(GL_LINE_LOOP);
                        for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
@@ -743,21 +742,23 @@ static void draw_rotation_guide(RegionView3D *rv3d)
 #undef      ROT_AXIS_DETAIL
                }
 
-               color[3] = 1.f; // solid dot
+               color[3] = 1.0f;  /* solid dot */
        }
        else
-               color[3] = 0.5f;  // see-through dot
+               color[3] = 0.5f;  /* see-through dot */
 
-       // -- draw rotation center --
+       /* -- draw rotation center -- */
        glColor4fv(color);
        glBegin(GL_POINTS);
        glVertex3fv(o);
        glEnd();
 
-       // find screen coordinates for rotation center, then draw pretty icon
-       // mul_m4_v3(rv3d->persinv, rot_center);
-       // UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
-       // ^^ just playing around, does not work
+       /* find screen coordinates for rotation center, then draw pretty icon */
+#if 0
+       mul_m4_v3(rv3d->persinv, rot_center);
+       UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+#endif
+       /* ^^ just playing around, does not work */
 
        glDisable(GL_BLEND);
        glDisable(GL_POINT_SMOOTH);
@@ -1319,12 +1320,14 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
 
        if (!(v3d->flag & V3D_INVALID_BACKBUF) ) return;
 
-//     if (test) {
-//             if (qtest()) {
-//                     addafterqueue(ar->win, BACKBUFDRAW, 1);
-//                     return;
-//             }
-//     }
+#if 0
+       if (test) {
+               if (qtest()) {
+                       addafterqueue(ar->win, BACKBUFDRAW, 1);
+                       return;
+               }
+       }
+#endif
 
        if (v3d->drawtype > OB_WIRE) v3d->zbuf = TRUE;
        
@@ -1370,7 +1373,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
                ED_view3d_clipping_disable();
 
        /* it is important to end a view in a transform compatible with buttons */
-//     persp(PERSP_WIN);  // set ortho
+//     persp(PERSP_WIN);  /* set ortho */
 
 }
 
@@ -1493,20 +1496,20 @@ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int
                
                for (a = 0; a < 2; a++) {
                        for (b = 0; b < nr; b++, distance++) {
-                               if (*tbuf && *tbuf >= min && *tbuf < max) { //we got a hit
+                               if (*tbuf && *tbuf >= min && *tbuf < max) {  /* we got a hit */
                                        if (strict) {
                                                indexok =  indextest(handle, *tbuf - min + 1);
                                                if (indexok) {
                                                        *dist = (short) sqrt( (float)distance);
                                                        index = *tbuf - min + 1;
                                                        goto exit; 
-                                               }                                               
+                                               }
                                        }
                                        else {
-                                               *dist = (short) sqrt( (float)distance); // XXX, this distance is wrong -
-                                               index = *tbuf - min + 1; // messy yah, but indices start at 1
+                                               *dist = (short) sqrt( (float)distance);  /* XXX, this distance is wrong - */
+                                               index = *tbuf - min + 1;  /* messy yah, but indices start at 1 */
                                                goto exit;
-                                       }                       
+                                       }
                                }
                                
                                tbuf += (dirvec[rc][0] + dirvec[rc][1]);
@@ -1912,7 +1915,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
        
        tbase.flag = OB_FROMDUPLI | base->flag;
        lb = object_duplilist(scene, base->object);
-       // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
+       // BLI_sortlist(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
 
        dob = dupli_step(lb->first);
        if (dob) dob_next = dupli_step(dob->next);
@@ -2174,7 +2177,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *))
        glClear(GL_DEPTH_BUFFER_BIT);
        
        glLoadMatrixf(rv3d->viewmat);
-//     persp(PERSP_STORE);  // store correct view for persp(PERSP_VIEW) calls
+//     persp(PERSP_STORE);  /* store correct view for persp(PERSP_VIEW) calls */
        
        if (rv3d->rflag & RV3D_CLIPPING) {
                ED_view3d_clipping_set(rv3d);
@@ -2640,7 +2643,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
 
        glPopMatrix();
 
-       // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
+       /* XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell */
        glColor4ub(255, 255, 255, 255);
 
        G.f &= ~G_RENDER_OGL;
@@ -2686,9 +2689,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
                GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
        else if (ibuf->rect)
                GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
-       
-       //if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
-       //      BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
 
        /* unbind */
        GPU_offscreen_unbind(ofs);
@@ -2951,7 +2951,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
                glEnable(GL_MULTISAMPLE_ARB);
 #endif
 
-       // needs to be done always, gridview is adjusted in drawgrid() now
+       /* needs to be done always, gridview is adjusted in drawgrid() now */
        rv3d->gridview = v3d->grid;
 
        if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
@@ -3049,7 +3049,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
 
        /* Transp and X-ray afterdraw stuff */
        if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
-       if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1);         // clears zbuffer if it is used!
+       if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1);  /* clears zbuffer if it is used! */
        if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
        
        ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
@@ -3078,7 +3078,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
        }
 
        if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB))
-               // TODO: draw something else (but not this) during fly mode
+               /* TODO: draw something else (but not this) during fly mode */
                draw_rotation_guide(rv3d);
 
 }
index 218aa71d621f2d6acccc4e9ee7e38d8871e34758..971237672113eee8f551470dc3eda1d94dbfbce3 100644 (file)
@@ -81,7 +81,7 @@
 
 #include "PIL_time.h" /* smoothview */
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
 /* ********************** view3d_edit: view manipulations ********************* */
 
@@ -444,7 +444,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
                                float my_pivot[3]; /* view */
                                float dvec[3];
 
-                               // locals for dist correction
+                               /* locals for dist correction */
                                float mat[3][3];
                                float upvec[3];
 
@@ -1517,13 +1517,13 @@ static void viewzoom_apply(ViewOpsData *vod, int x, int y, const short viewzoom,
                        fac = -fac;
                }
 
-               // oldstyle zoom
+               /* oldstyle zoom */
                zfac = 1.0f + ((fac / 20.0f) * time_step);
                vod->timer_lastdraw = time;
        }
        else if (viewzoom == USER_ZOOM_SCALE) {
                int ctr[2], len1, len2;
-               // method which zooms based on how far you move the mouse
+               /* method which zooms based on how far you move the mouse */
 
                ctr[0] = (vod->ar->winrct.xmax + vod->ar->winrct.xmin) / 2;
                ctr[1] = (vod->ar->winrct.ymax + vod->ar->winrct.ymin) / 2;
@@ -2100,7 +2100,7 @@ static int view3d_all_exec(bContext *C, wmOperator *op) /* was view3d_home() in
                new_ofs[1] = -(min[1] + max[1]) / 2.0f;
                new_ofs[2] = -(min[2] + max[2]) / 2.0f;
 
-               // correction for window aspect ratio
+               /* correction for window aspect ratio */
                if (ar->winy > 2 && ar->winx > 2) {
                        size = (float)ar->winx / (float)ar->winy;
                        if (size < 1.0f) size = 1.0f / size;
@@ -3402,7 +3402,7 @@ static int set_3dcursor_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *eve
        if (mval[0] != IS_CLIPPED) {
                short depth_used = 0;
 
-               if (U.uiflag & USER_ORBIT_ZBUF) { /* maybe this should be accessed some other way */
+               if (U.uiflag & USER_ORBIT_ZBUF) {  /* maybe this should be accessed some other way */
                        view3d_operator_needs_opengl(C);
                        if (ED_view3d_autodist(scene, ar, v3d, event->mval, fp))
                                depth_used = 1;
@@ -3596,7 +3596,7 @@ int ED_view3d_autodist(Scene *scene, ARegion *ar, View3D *v3d, const int mval[2]
        return 1;
 }
 
-int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode) //, float *autodist )
+int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
 {
        /* Get Z Depths, needed for perspective, nice for ortho */
        switch (mode) {
@@ -3611,9 +3611,9 @@ int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode) //
        return 1;
 }
 
-// no 4x4 sampling, run view_autodist_init first
+/* no 4x4 sampling, run view_autodist_init first */
 int ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3],
-                              int margin, float *force_depth) //, float *autodist )
+                              int margin, float *force_depth)
 {
        bglMats mats; /* ZBuffer depth vars, could cache? */
        float depth;
index 95cc37d9f8785a061191e0f8ebb96f8f6c5094ba..40837d00409da77fe9359eaf342731401b5fa738 100644 (file)
@@ -513,7 +513,7 @@ static void flyEvent(FlyInfo *fly, wmEvent *event)
                                }
                                break;
                        case P_FINISHING:
-                               // stop keeping track of 3D mouse position
+                               /* stop keeping track of 3D mouse position */
 #ifdef NDOF_FLY_DEBUG
                                puts("stop keeping track of 3D mouse position");
 #endif
index eb202497260d2c0446d3440f19e65dd5f70bf87f..465279ee6edd9f0948f214b5c9188edc8b563ac2 100644 (file)
@@ -115,8 +115,8 @@ static void do_view3d_header_buttons(bContext *C, void *arg, int event);
 #define B_REDR      122
 #define B_NOP       123
 
-// XXX quickly ported across
-static void handle_view3d_lock(bContext *C) 
+/* XXX quickly ported across */
+static void handle_view3d_lock(bContext *C)
 {
        Main *bmain = CTX_data_main(C);
        Scene *scene = CTX_data_scene(C);
index f9ebd4e39c1656fa0341634ca4aa4ed195ab08ff..f12e76836686195f54e8acbe18f6904d0199398c 100644 (file)
@@ -92,9 +92,9 @@
 #include "UI_interface.h"
 #include "UI_resources.h"
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
-// TODO: should return whether there is valid context to continue
+/* TODO: should return whether there is valid context to continue */
 void view3d_set_viewcontext(bContext *C, ViewContext *vc)
 {
        memset(vc, 0, sizeof(ViewContext));
@@ -1825,7 +1825,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, i
        unsigned int *col;          /* color in buffer  */
        int bone_only;
        int bone_selected = 0;
-       int totobj = MAXPICKBUF; // XXX solve later
+       int totobj = MAXPICKBUF; /* XXX solve later */
        short hits;
        
        if ((ob) && (ob->mode & OB_MODE_POSE))
@@ -2370,7 +2370,7 @@ static void lattice_circle_select(ViewContext *vc, int select, const int mval[2]
 }
 
 
-// NOTE: pose-bone case is copied from editbone case...
+/* NOTE: pose-bone case is copied from editbone case... */
 static short pchan_circle_doSelectJoint(void *userData, bPoseChannel *pchan, int x, int y)
 {
        CircleSelectUserData *data = userData;
@@ -2403,7 +2403,7 @@ static void pose_circle_select(ViewContext *vc, int select, const int mval[2], f
        ED_view3d_init_mats_rv3d(vc->obact, vc->rv3d); /* for foreach's screen/vert projection */
        
        /* check each PoseChannel... */
-       // TODO: could be optimized at some point
+       /* TODO: could be optimized at some point */
        for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
                short sco1[2], sco2[2], didpoint = 0;
                float vec[3];
@@ -2475,7 +2475,7 @@ static void armature_circle_select(ViewContext *vc, int select, const int mval[2
        ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
        
        /* check each EditBone... */
-       // TODO: could be optimized at some point
+       /* TODO: could be optimized at some point */
        for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
                short sco1[2], sco2[2], didpoint = 0;
                float vec[3];
@@ -2497,7 +2497,7 @@ static void armature_circle_select(ViewContext *vc, int select, const int mval[2
                        didpoint = 1;
                        
                /* only if the endpoints didn't get selected, deal with the middle of the bone too */
-               // XXX should we just do this always?
+               /* XXX should we just do this always? */
                if ( (didpoint == 0) && edge_inside_circle(mval[0], mval[1], rad, sco1[0], sco1[1], sco2[0], sco2[1]) ) {
                        if (select) 
                                ebone->flag |= BONE_TIPSEL | BONE_ROOTSEL | BONE_SELECTED;
index 1991d4bce4fe0f81443e2be0be5ca96fe66de1a9..fc97b9bbb369e773c8519630a9ca4c500cf19e1d 100644 (file)
@@ -102,7 +102,7 @@ static void special_transvert_update(Object *obedit)
                
                if (obedit->type == OB_MESH) {
                        Mesh *me = obedit->data;
-                       BM_mesh_normals_update(me->edit_btmesh->bm, TRUE);  // does face centers too
+                       BM_mesh_normals_update(me->edit_btmesh->bm, TRUE);  /* does face centers too */
                }
                else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) {
                        Curve *cu = obedit->data;
@@ -223,8 +223,8 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
        float total, center[3], centroid[3];
        int a;
 
-       tottrans = 0; // global!
-       
+       tottrans = 0; /* global! */
+
        INIT_MINMAX(min, max);
        zero_v3(centroid);
        
@@ -239,7 +239,7 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
                /* abuses vertex index all over, set, just set dirty here,
                 * perhaps this could use its own array instead? - campbell */
 
-               // transform now requires awareness for select mode, so we tag the f1 flags in verts
+               /* transform now requires awareness for select mode, so we tag the f1 flags in verts */
                tottrans = 0;
                if (em->selectmode & SCE_SELECT_VERTEX) {
                        BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
@@ -304,7 +304,7 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
                                        copy_v3_v3(tv->oldloc, eve->co);
                                        tv->loc = eve->co;
                                        if (eve->no[0] != 0.0f || eve->no[1] != 0.0f || eve->no[2] != 0.0f)
-                                               tv->nor = eve->no;  // note this is a hackish signal (ton)
+                                               tv->nor = eve->no;  /* note this is a hackish signal (ton) */
                                        tv->flag = BM_elem_index_get(eve) & SELECT;
                                        tv++;
                                        a++;
@@ -794,8 +794,8 @@ static int snap_curs_to_grid(bContext *C, wmOperator *UNUSED(op))
        curs[1] = gridf * floorf(0.5f + curs[1] / gridf);
        curs[2] = gridf * floorf(0.5f + curs[2] / gridf);
        
-       WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);    // hrm
-       
+       WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);  /* hrm */
+
        return OPERATOR_FINISHED;
 }
 
index b435084755258c1d97b3ed65b7cc76eb6ca51416..ee2634bf8da0d96f75d34b033f49f65e10920ccc 100644 (file)
@@ -71,7 +71,7 @@
 #include "RNA_access.h"
 #include "RNA_define.h"
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
 /* use this call when executing an operator,
  * event system doesn't set for each event the
@@ -184,7 +184,7 @@ void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Objec
 
                        /* original values */
                        if (oldcamera) {
-                               sms.orig_dist = rv3d->dist; // below function does weird stuff with it...
+                               sms.orig_dist = rv3d->dist;  /* below function does weird stuff with it... */
                                ED_view3d_from_object(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens);
                        }
                        else {
@@ -1100,14 +1100,14 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
                        rv3d->dist = 0.0;
                        
                        ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
-                       smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
-                       
+                       smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
+
                        rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */
                        
                }
                else {
                        mat3_to_quat(new_quat, tmat);
-                       smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
+                       smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
                }
        }
        else {
@@ -1211,7 +1211,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
        
        /* case not a border select */
        if (input->xmin == input->xmax) {
-               rect.xmin = input->xmin - 12; // seems to be default value for bones only now
+               rect.xmin = input->xmin - 12;  /* seems to be default value for bones only now */
                rect.xmax = input->xmin + 12;
                rect.ymin = input->ymin - 12;
                rect.ymax = input->ymin + 12;
@@ -1252,7 +1252,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
        else {
                Base *base;
                
-               v3d->xray = TRUE;    // otherwise it postpones drawing
+               v3d->xray = TRUE;  /* otherwise it postpones drawing */
                for (base = scene->base.first; base; base = base->next) {
                        if (base->lay & v3d->lay) {
                                
@@ -1294,7 +1294,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
                                }                               
                        }
                }
-               v3d->xray = FALSE;   // restore
+               v3d->xray = FALSE;  /* restore */
        }
        
        glPopName();    /* see above (pushname) */
@@ -1313,8 +1313,8 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
        if (vc->rv3d->rflag & RV3D_CLIPPING)
                ED_view3d_clipping_disable();
        
-       if (hits < 0) printf("Too many objects in select buffer\n");  // XXX make error message
-       
+       if (hits < 0) printf("Too many objects in select buffer\n");  /* XXX make error message */
+
        return hits;
 }
 
@@ -1407,7 +1407,7 @@ static void initlocalview(Main *bmain, Scene *scene, ScrArea *sa)
        locallay = free_localbit(bmain);
 
        if (locallay == 0) {
-               printf("Sorry, no more than 8 localviews\n");   // XXX error
+               printf("Sorry, no more than 8 localviews\n");  /* XXX error */
                ok = 0;
        }
        else {
@@ -1460,7 +1460,7 @@ static void initlocalview(Main *bmain, Scene *scene, ScrArea *sa)
                                if (rv3d->persp == RV3D_ORTHO)
                                        rv3d->dist *= 0.7f;
 
-                               // correction for window aspect ratio
+                               /* correction for window aspect ratio */
                                if (ar->winy > 2 && ar->winx > 2) {
                                        float asp = (float)ar->winx / (float)ar->winy;
                                        if (asp < 1.0f) asp = 1.0f / asp;
@@ -1541,7 +1541,7 @@ static void endlocalview(Main *bmain, Scene *scene, ScrArea *sa)
                
                locallay = v3d->lay & 0xFF000000;
                
-               restore_localviewdata(sa, 1); // 1 = free
+               restore_localviewdata(sa, 1); /* 1 = free */
 
                /* for when in other window the layers have changed */
                if (v3d->scenelock) v3d->lay = scene->lay;
@@ -1681,7 +1681,7 @@ static void game_set_commmandline_options(GameData *gm)
        }
 }
 
-#endif // WITH_GAMEENGINE
+#endif /* WITH_GAMEENGINE */
 
 static int game_engine_poll(bContext *C)
 {
@@ -1722,7 +1722,7 @@ int ED_view3d_context_activate(bContext *C)
        if (!ar)
                return 0;
        
-       // bad context switch ..
+       /* bad context switch .. */
        CTX_wm_area_set(C, sa);
        CTX_wm_region_set(C, ar);
 
@@ -1741,7 +1741,7 @@ static int game_engine_exec(bContext *C, wmOperator *op)
 
        (void)op; /* unused */
        
-       // bad context switch ..
+       /* bad context switch .. */
        if (!ED_view3d_context_activate(C))
                return OPERATOR_CANCELLED;
        
@@ -1854,11 +1854,11 @@ static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView
                rv3d->persp = RV3D_PERSP;
                rv3d->dist = 0.0;
                ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
-               smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
+               smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
        }
        else {
                if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP;  /* switch out of camera mode */
-               smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
+               smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
        }
 }