Update code comments from DAG_id_tag_update to DEG_id_tag_update

This commit is contained in:
Dalai Felinto 2017-08-16 11:52:27 +02:00
parent 846c11c8cf
commit 2b95617b15
6 changed files with 6 additions and 6 deletions

View File

@ -711,7 +711,7 @@ void BKE_sculptsession_bm_to_me_for_render(Object *object)
if (object->sculpt->bm) {
/* Ensure no points to old arrays are stored in DM
*
* Apparently, we could not use DAG_id_tag_update
* Apparently, we could not use DEG_id_tag_update
* here because this will lead to the while object
* surface to disappear, so we'll release DM in place.
*/

View File

@ -222,7 +222,7 @@ void DEG_objects_iterator_next(BLI_Iterator *iter)
/* Make sure we have the base collection settings is already populated.
* This will fail when BKE_layer_eval_layer_collection_pre hasn't run yet
* Which usually means a missing call to DAG_id_tag_update(). */
* Which usually means a missing call to DEG_id_tag_update(). */
BLI_assert(!BLI_listbase_is_empty(&base->collection_properties->data.group));
/* Flushing depsgraph data. */

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@ -5063,7 +5063,7 @@ static void sort_bmelem_flag(Scene *scene, Object *ob,
}
BM_mesh_remap(em->bm, map[0], map[1], map[2]);
/* DAG_id_tag_update(ob->data, 0);*/
/* DEG_id_tag_update(ob->data, 0);*/
for (j = 3; j--; ) {
if (map[j])

View File

@ -383,7 +383,7 @@ void EDBM_mesh_make(ToolSettings *ts, Object *ob, const bool add_key_index)
/**
* \warning This can invalidate the #DerivedMesh cache of other objects (for linked duplicates).
* Most callers should run #DAG_id_tag_update on \a ob->data, see: T46738, T46913
* Most callers should run #DEG_id_tag_update on \a ob->data, see: T46738, T46913
*/
void EDBM_mesh_load(Object *ob)
{

View File

@ -202,7 +202,7 @@ void ED_render_engine_changed(Main *bmain)
}
/***************************** Updates ***********************************
* ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
* ED_render_id_flush_update gets called from DEG_id_tag_update, to do *
* editor level updates when the ID changes. when these ID blocks are in *
* the dependency graph, we can get rid of the manual dependency checks */

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@ -4734,7 +4734,7 @@ static void sculpt_stroke_update_step(bContext *C, struct PaintStroke *UNUSED(st
* Could be optimized later, but currently don't think it's so
* much common scenario.
*
* Same applies to the DAG_id_tag_update() invoked from
* Same applies to the DEG_id_tag_update() invoked from
* sculpt_flush_update().
*/
if (ss->modifiers_active) {