Cleanup: spelling in comments
This commit is contained in:
parent
471d4b105a
commit
828c66f393
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@ -188,8 +188,8 @@ extern GHOST_WindowHandle GHOST_CreateWindow(GHOST_SystemHandle systemhandle,
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GHOST_GLSettings glSettings);
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/**
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* Create a new offscreen context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \param systemhandle: The handle to the system.
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* \param platform_support_callback: An optional callback to check platform support.
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* \return A handle to the new context ( == NULL if creation failed).
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@ -29,8 +29,8 @@
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/**
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* Interface for GHOST context.
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*
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* You can create a offscreen context (windowless) with the system's
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* GHOST_ISystem::createOffscreenContext method.
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* You can create a off-screen context (windowless) with the system's
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* #GHOST_ISystem::createOffscreenContext method.
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* \see GHOST_ISystem#createOffscreenContext
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*/
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class GHOST_IContext {
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@ -261,8 +261,8 @@ class GHOST_ISystem {
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virtual GHOST_TSuccess disposeWindow(GHOST_IWindow *window) = 0;
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/**
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* Create a new offscreen context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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virtual GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings) = 0;
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@ -611,9 +611,9 @@ typedef void (*GHOST_TimerProcPtr)(struct GHOST_TimerTaskHandle__ *task, uint64_
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struct GHOST_XrDrawViewInfo;
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struct GHOST_XrError;
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/**
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* The XR view (i.e. the OpenXR runtime) may require a different graphics library than OpenGL. An
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* offscreen texture of the viewport will then be drawn into using OpenGL, but the final texture
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* draw call will happen through another lib (say DirectX).
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* The XR view (i.e. the OpenXR runtime) may require a different graphics library than OpenGL.
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* An off-screen texture of the viewport will then be drawn into using OpenGL,
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* but the final texture draw call will happen through another library (say DirectX).
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*
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* This enum defines the possible graphics bindings to attempt to enable.
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*/
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@ -239,7 +239,7 @@ GHOST_TSuccess GHOST_ContextGLX::initializeDrawingContext()
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}
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attribs[i++] = 0;
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/* Some drivers don't like having a true offscreen context.
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/* Some drivers don't like having a true off-screen context.
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* Create a pixel buffer instead of a window to render to.
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* even if it will never be used for drawing. */
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int pbuffer_attribs[] = {GLX_PBUFFER_WIDTH, 1, GLX_PBUFFER_HEIGHT, 1, None};
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@ -113,8 +113,8 @@ class GHOST_System : public GHOST_ISystem {
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GHOST_TSuccess disposeWindow(GHOST_IWindow *window);
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/**
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* Create a new offscreen context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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virtual GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings) = 0;
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@ -112,8 +112,8 @@ class GHOST_SystemCocoa : public GHOST_System {
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const GHOST_IWindow *parentWindow = NULL);
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/**
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* Create a new offscreen context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings);
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@ -761,7 +761,7 @@ GHOST_IWindow *GHOST_SystemCocoa::createWindow(const char *title,
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}
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/**
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* Create a new offscreen context.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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@ -259,7 +259,7 @@ GHOST_IWindow *GHOST_SystemWin32::createWindow(const char *title,
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}
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/**
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* Create a new offscreen context.
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* Create a new off-screen context.
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* Never explicitly delete the window, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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@ -363,7 +363,7 @@ GHOST_TSuccess GHOST_SystemWin32::disposeContext(GHOST_IContext *context)
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}
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/**
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* Create a new offscreen DirectX 11 context.
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* Create a new off-screen DirectX 11 context.
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* Never explicitly delete the window, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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@ -138,8 +138,8 @@ class GHOST_SystemWin32 : public GHOST_System {
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const GHOST_IWindow *parentWindow = 0);
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/**
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* Create a new offscreen context.
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* Never explicitly delete the window, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the window, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings);
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@ -152,8 +152,8 @@ class GHOST_SystemWin32 : public GHOST_System {
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GHOST_TSuccess disposeContext(GHOST_IContext *context);
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/**
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* Create a new offscreen DirectX context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen DirectX context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* This is for GHOST internal, Win32 specific use, so it can be called statically.
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*
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* \return The new context (or 0 if creation failed).
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@ -390,8 +390,8 @@ GHOST_IWindow *GHOST_SystemX11::createWindow(const char *title,
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}
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/**
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* Create a new offscreen context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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GHOST_IContext *GHOST_SystemX11::createOffscreenContext(GHOST_GLSettings glSettings)
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@ -148,8 +148,8 @@ class GHOST_SystemX11 : public GHOST_System {
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const GHOST_IWindow *parentWindow = 0);
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/**
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* Create a new offscreen context.
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* Never explicitly delete the context, use disposeContext() instead.
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* Create a new off-screen context.
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* Never explicitly delete the context, use #disposeContext() instead.
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* \return The new context (or 0 if creation failed).
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*/
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GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings);
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@ -148,7 +148,7 @@ static void create_reference_spaces(OpenXRSessionData &oxr, const GHOST_XrPose &
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if (XR_FAILED(result)) {
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/* One of the rare cases where we don't want to immediately throw an exception on failure,
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* since runtimes are not required to support the stage reference space. Although we need the
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* since run-times are not required to support the stage reference space. Although we need the
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* stage reference space for absolute tracking, if the runtime doesn't support it then just
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* fallback to the local space. */
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if (result == XR_ERROR_REFERENCE_SPACE_UNSUPPORTED) {
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@ -67,7 +67,7 @@ const char *(*MEM_name_ptr)(void *vmemh) = MEM_lockfree_name_ptr;
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void *aligned_malloc(size_t size, size_t alignment)
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{
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/* posix_memalign requires alignment to be a multiple of sizeof(void *). */
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/* #posix_memalign requires alignment to be a multiple of `sizeof(void *)`. */
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assert(alignment >= ALIGNED_MALLOC_MINIMUM_ALIGNMENT);
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#ifdef _WIN32
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@ -384,7 +384,7 @@ typedef struct BevelParams {
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// #pragma GCC diagnostic ignored "-Wpadded"
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/* Only for debugging, this file shouldn't be in blender repo. */
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/* Only for debugging, this file shouldn't be in blender repository. */
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// #include "bevdebug.c"
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/* Use the unused _BM_ELEM_TAG_ALT flag to flag the 'long' loops (parallel to beveled edge)
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@ -1495,8 +1495,8 @@ static void offset_meet(BevelParams *bp,
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}
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}
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/* This was changed from 0.25f to fix bug T86768. Original bug T44961 remainx fixed with this
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* value. */
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/* This was changed from 0.25f to fix bug T86768.
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* Original bug T44961 remains fixed with this value. */
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#define BEVEL_GOOD_ANGLE 0.0001f
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/**
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@ -178,19 +178,19 @@ static void eevee_cache_finish(void *vedata)
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}
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EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
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/* Restart taa if a shader has finish compiling. */
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/* HACK We should use notification of some sort from the compilation job instead. */
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/* Restart TAA if a shader has finish compiling. */
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/* HACK: We should use notification of some sort from the compilation job instead. */
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if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
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g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
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EEVEE_temporal_sampling_reset(vedata);
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}
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}
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/* As renders in an HDR offscreen buffer, we need draw everything once
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/* As renders in an HDR off-screen buffer, we need draw everything once
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* during the background pass. This way the other drawing callback between
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* the background and the scene pass are visible.
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* NOTE: we could break it up in two passes using some depth test
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* to reduce the fillrate */
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* to reduce the fill-rate. */
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static void eevee_draw_scene(void *vedata)
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{
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EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
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@ -287,7 +287,7 @@ GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd,
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pd->is_render ? gpl->vertex_paint_opacity :
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pd->vertex_paint_opacity;
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/* Negate thickness sign to tag that strokes are in screen space.
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* Convert to world units (by default, 1 meter = 2000 px). */
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* Convert to world units (by default, 1 meter = 2000 pixels). */
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float thickness_scale = (is_screenspace) ? -1.0f : (gpd->pixfactor / GPENCIL_PIXEL_FACTOR);
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float layer_opacity = gpencil_layer_final_opacity_get(pd, ob, gpl);
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float layer_tint[4];
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@ -196,7 +196,7 @@ static void gpencil_layer_cache_populate(bGPDlayer *gpl,
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float object_scale = mat4_to_scale(iter->ob->obmat);
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/* Negate thickness sign to tag that strokes are in screen space.
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* Convert to world units (by default, 1 meter = 2000 px). */
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* Convert to world units (by default, 1 meter = 2000 pixels). */
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float thickness_scale = (is_screenspace) ? -1.0f : (gpd->pixfactor / 2000.0f);
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DRWShadingGroup *grp = iter->stroke_grp = DRW_shgroup_create_sub(iter->stroke_grp);
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@ -304,7 +304,7 @@ static DRWVolumeGrid *volume_grid_cache_get(const Volume *volume,
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BLI_addtail(&cache->grids, cache_grid);
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/* TODO: can we load this earlier, avoid accessing the global and take
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* advantage of dependency graph multithreading? */
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* advantage of dependency graph multi-threading? */
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BKE_volume_load(volume, G.main);
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/* Test if we support textures with the number of channels. */
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@ -74,8 +74,8 @@ BLI_INLINE void DRW_ibo_request(GPUBatch *batch, GPUIndexBuf **ibo)
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BLI_INLINE bool DRW_ibo_requested(GPUIndexBuf *ibo)
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{
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/* TODO: do not rely on data uploaded. This prevents multithreading.
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* (need access to a gl context) */
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/* TODO: do not rely on data uploaded. This prevents multi-threading.
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* (need access to a OpenGL context). */
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return (ibo != NULL && !GPU_indexbuf_is_init(ibo));
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}
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@ -85,7 +85,7 @@ BLI_INLINE void DRW_vbo_request(GPUBatch *batch, GPUVertBuf **vbo)
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*vbo = GPU_vertbuf_calloc();
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}
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if (batch != NULL) {
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/* HACK we set vbos that may not yet be valid. */
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/* HACK we set VBO's that may not yet be valid. */
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GPU_batch_vertbuf_add(batch, *vbo);
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}
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}
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@ -110,8 +110,8 @@ typedef struct DRWCullingState {
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/* Minimum max UBO size is 64KiB. We take the largest
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* UBO struct and alloc the max number.
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* ((1 << 16) / sizeof(DRWObjectMatrix)) = 512
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* Keep in sync with common_view_lib.glsl */
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* `((1 << 16) / sizeof(DRWObjectMatrix)) = 512`
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* Keep in sync with `common_view_lib.glsl`. */
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#define DRW_RESOURCE_CHUNK_LEN 512
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/**
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@ -918,7 +918,7 @@ void ED_annotation_draw_view3d(
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return;
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}
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/* when rendering to the offscreen buffer we don't want to
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/* When rendering to the off-screen buffer we don't want to
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* deal with the camera border, otherwise map the coords to the camera border. */
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if ((rv3d->persp == RV3D_CAMOB) && !(G.f & G_FLAG_RENDER_VIEWPORT)) {
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rctf rectf;
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@ -49,17 +49,17 @@ typedef struct IMMDrawPixelsTexState {
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IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin);
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/**
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* immDrawPixelsTex - Functions like a limited glDrawPixels, but actually draws the
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* #immDrawPixelsTex - Functions like a limited #glDrawPixels, but actually draws the
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* image using textures, which can be tremendously faster on low-end
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* cards, and also avoids problems with the raster position being
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* clipped when offscreen. Pixel unpacking parameters and
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* the glPixelZoom values are _not_ respected.
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* clipped when off-screen. Pixel unpacking parameters and
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* the #glPixelZoom values are _not_ respected.
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*
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* \attention Use immDrawPixelsTexSetup before calling this function.
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* \attention Use #immDrawPixelsTexSetup before calling this function.
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*
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* \attention This routine makes many assumptions: the rect data
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* \attention This routine makes many assumptions: the `rect` data
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* is expected to be in RGBA byte or float format, and the
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* modelview and projection matrices are assumed to define a
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* model-view and projection matrices are assumed to define a
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* 1-to-1 mapping to screen space.
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*/
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void immDrawPixelsTex(IMMDrawPixelsTexState *state,
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@ -286,18 +286,15 @@ static void vicon_small_tri_right_draw(int x, int y, int w, int UNUSED(h), float
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static void vicon_keytype_draw_wrapper(
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int x, int y, int w, int h, float alpha, short key_type, short handle_type)
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{
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/* init dummy theme state for Action Editor - where these colors are defined
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* (since we're doing this offscreen, free from any particular space_id)
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*/
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/* Initialize dummy theme state for Action Editor - where these colors are defined
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* (since we're doing this off-screen, free from any particular space_id). */
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struct bThemeState theme_state;
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UI_Theme_Store(&theme_state);
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UI_SetTheme(SPACE_ACTION, RGN_TYPE_WINDOW);
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/* the "x" and "y" given are the bottom-left coordinates of the icon,
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* while the draw_keyframe_shape() function needs the midpoint for
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* the keyframe
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*/
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/* The "x" and "y" given are the bottom-left coordinates of the icon,
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* while the #draw_keyframe_shape() function needs the midpoint for the keyframe. */
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const float xco = x + w / 2 + 0.5f;
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const float yco = y + h / 2 + 0.5f;
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case ICON_TYPE_PREVIEW: {
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ID *id = (icon->id_type != 0) ? icon->obj : NULL;
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PreviewImage *prv = id ? BKE_previewimg_id_ensure(id) : icon->obj;
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/* Using jobs for screen previews crashes due to offscreen rendering.
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* XXX would be nicer if PreviewImage could store if it supports jobs */
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/* Using jobs for screen previews crashes due to off-screen rendering.
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* XXX: would be nicer if #PreviewImage could store if it supports jobs. */
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const bool use_jobs = !id || (GS(id->name) != ID_SCR);
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if (prv) {
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static int ui_id_screen_get_icon(const bContext *C, ID *id)
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{
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BKE_icon_id_ensure(id);
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/* Don't use jobs here, offscreen rendering doesn't like this and crashes. */
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/* Don't use jobs here, off-screen rendering doesn't like this and crashes. */
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ui_id_icon_render(C, id, false);
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return id->icon_id;
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@ -188,7 +188,7 @@ static uiBlock *ui_block_func_POPOVER(bContext *C, uiPopupBlockHandle *handle, v
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}
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}
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/* Estimated a maximum size so we don't go offscreen for low height
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/* Estimated a maximum size so we don't go off-screen for low height
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* areas near the bottom of the window on refreshes. */
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handle->max_size_y = UI_UNIT_Y * 16.0f;
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}
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@ -1089,7 +1089,7 @@ bTheme *UI_GetTheme(void)
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}
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/**
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* for the rare case we need to temp swap in a different theme (offscreen render)
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* For the rare case we need to temp swap in a different theme (off-screen render).
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*/
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void UI_Theme_Store(struct bThemeState *theme_state)
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{
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@ -767,7 +767,7 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
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sizey = (scene->r.size * scene->r.ysch) / 100;
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/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
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DRW_opengl_context_enable(); /* Offscreen creation needs to be done in DRW context. */
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DRW_opengl_context_enable(); /* Off-screen creation needs to be done in DRW context. */
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ofs = GPU_offscreen_create(sizex, sizey, true, true, err_out);
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DRW_opengl_context_disable();
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@ -270,7 +270,7 @@ typedef struct ProjPaintState {
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float stencil_value;
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/* projection painting only */
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/** for multithreading, the first item is sometimes used for non threaded cases too. */
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/** For multi-threading, the first item is sometimes used for non threaded cases too. */
|
||||
MemArena *arena_mt[BLENDER_MAX_THREADS];
|
||||
/** screen sized 2D array, each pixel has a linked list of ProjPixel's */
|
||||
LinkNode **bucketRect;
|
||||
|
@ -4449,7 +4449,7 @@ static void project_paint_begin(const bContext *C,
|
|||
ProjPaintFaceLookup face_lookup;
|
||||
const MLoopUV *mloopuv_base = NULL;
|
||||
|
||||
/* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
|
||||
/* At the moment this is just ps->arena_mt[0], but use this to show were not multi-threading. */
|
||||
MemArena *arena;
|
||||
|
||||
const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
|
||||
|
|
|
@ -2125,7 +2125,7 @@ void node_draw_space(const bContext *C, ARegion *region)
|
|||
SpaceNode *snode = CTX_wm_space_node(C);
|
||||
View2D *v2d = ®ion->v2d;
|
||||
|
||||
/* Setup offscreen buffers. */
|
||||
/* Setup off-screen buffers. */
|
||||
GPUViewport *viewport = WM_draw_region_get_viewport(region);
|
||||
|
||||
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
|
||||
|
|
|
@ -1602,7 +1602,7 @@ void view3d_main_region_draw(const bContext *C, ARegion *region)
|
|||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Offscreen Drawing
|
||||
/** \name Off-screen Drawing
|
||||
* \{ */
|
||||
|
||||
static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph,
|
||||
|
|
|
@ -163,7 +163,7 @@ class CPPType : NonCopyable, NonMovable {
|
|||
* Required memory in bytes for an instance of this type.
|
||||
*
|
||||
* C++ equivalent:
|
||||
* sizeof(T);
|
||||
* `sizeof(T);`
|
||||
*/
|
||||
int64_t size() const
|
||||
{
|
||||
|
|
|
@ -268,7 +268,7 @@ void GPU_batch_draw_advanced(
|
|||
}
|
||||
if (i_count == 0) {
|
||||
i_count = (batch->inst[0]) ? batch->inst_(0)->vertex_len : 1;
|
||||
/* Meh. This is to be able to use different numbers of verts in instance vbos. */
|
||||
/* Meh. This is to be able to use different numbers of verts in instance VBO's. */
|
||||
if (batch->inst[1] != nullptr) {
|
||||
i_count = min_ii(i_count, batch->inst_(1)->vertex_len);
|
||||
}
|
||||
|
|
|
@ -56,7 +56,7 @@ struct GPUSelectQueryState {
|
|||
Vector<uint> *ids;
|
||||
/* Cache on initialization. */
|
||||
uint (*buffer)[4];
|
||||
/* Buffer size (stores number of integers, for actual size multiply by sizeof integer). */
|
||||
/* Buffer size (stores number of integers, for actual size multiply by `sizeof(int)`). */
|
||||
uint bufsize;
|
||||
/* Mode of operation. */
|
||||
char mode;
|
||||
|
|
|
@ -93,7 +93,7 @@ GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list
|
|||
}
|
||||
}
|
||||
else {
|
||||
/* For offscreen contexts. Default framebuffer is NULL. */
|
||||
/* For off-screen contexts. Default frame-buffer is NULL. */
|
||||
back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
/** Settings for offscreen rendering */
|
||||
/** Settings for off-screen rendering. */
|
||||
typedef enum eV3DOffscreenDrawFlag {
|
||||
V3D_OFSDRAW_NONE = (0),
|
||||
V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
*
|
||||
* \name WM-Surface
|
||||
*
|
||||
* Container to manage painting in an offscreen context.
|
||||
* Container to manage painting in an off-screen context.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
|
|
@ -92,7 +92,7 @@ typedef struct wmXrViewportPair {
|
|||
} wmXrViewportPair;
|
||||
|
||||
typedef struct {
|
||||
/* Offscreen buffers/viewports for each view. */
|
||||
/** Off-screen buffers/viewports for each view. */
|
||||
ListBase viewports; /* wmXrViewportPair */
|
||||
} wmXrSurfaceData;
|
||||
|
||||
|
|
Loading…
Reference in New Issue