Cleanup: email address formatting
Match git style email addresses, ignored by the spell checker.
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@ -263,7 +263,7 @@ static void build_bvh_spatial(PROCESS *process,
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* BASED AT CODE (but mostly rewritten) :
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* C code from the article
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* "An Implicit Surface Polygonizer"
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* by Jules Bloomenthal, jbloom@beauty.gmu.edu
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* by Jules Bloomenthal <jbloom@beauty.gmu.edu>
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* in "Graphics Gems IV", Academic Press, 1994
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*
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* Authored by Jules Bloomenthal, Xerox PARC.
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@ -16,7 +16,7 @@
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* Copyright (C) 1991, 1992, 1993 Free Software Foundation, Inc.
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*
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* NOTE: The canonical source of this file is maintained with the GNU C Library.
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* Bugs can be reported to bug-glibc@prep.ai.mit.edu.
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* Bugs can be reported to <bug-glibc@prep.ai.mit.edu>.
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*/
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#pragma once
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@ -160,7 +160,7 @@ static RobustInitCaller init_caller;
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* Carnegie Mellon University
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* 5000 Forbes Avenue
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* Pittsburgh, Pennsylvania 15213-3891
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* jrs@cs.cmu.edu
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* <jrs@cs.cmu.edu>
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*
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* This file contains C implementation of algorithms for exact addition
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* and multiplication of floating-point numbers, and predicates for
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@ -1438,12 +1438,12 @@ int isect_line_sphere_v3(const float l1[3],
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/* adapted for use in blender by Campbell Barton - 2011
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*
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* atelier iebele abel - 2001
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* atelier@iebele.nl
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* <atelier@iebele.nl>
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* http://www.iebele.nl
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*
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* sphere_line_intersection function adapted from:
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* http://astronomy.swin.edu.au/pbourke/geometry/sphereline
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* Paul Bourke pbourke@swin.edu.au
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* Paul Bourke <pbourke@swin.edu.au>
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*/
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const float ldir[3] = {
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@ -1581,7 +1581,7 @@ void quat_to_compatible_eul(float eul[3], const float oldrot[3], const float qua
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* was adapted from
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* ANSI C code from the article
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* "Euler Angle Conversion"
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* by Ken Shoemake, shoemake@graphics.cis.upenn.edu
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* by Ken Shoemake <shoemake@graphics.cis.upenn.edu>
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* in "Graphics Gems IV", Academic Press, 1994
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* for use in Blender
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*/
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@ -1,7 +1,7 @@
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/* ---------------------------------------------------------------------------------
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* File: es3-kepler\FXAA/FXAA3_11.h
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* SDK Version: v3.00
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* Email: gameworks@nvidia.com
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* Email: <gameworks@nvidia.com>
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* Site: http://developer.nvidia.com/
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*
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* Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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@ -435,12 +435,12 @@ bool overlapTriangleBox(Vec3r &boxcenter, Vec3r &boxhalfsize, Vec3r triverts[3])
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// Tomas Möller
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// Prosolvia Clarus AB
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// Sweden
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// tompa@clarus.se
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// <tompa@clarus.se>
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//
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// Ben Trumbore
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// Cornell University
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// Ithaca, New York
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// wbt@graphics.cornell.edu
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// <wbt@graphics.cornell.edu>
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bool intersectRayTriangle(const Vec3r &orig,
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const Vec3r &dir,
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const Vec3r &v0,
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@ -17,7 +17,7 @@
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* GXML/Graphite: Geometry and Graphics Programming Library + Utilities
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* Copyright (C) 2000 Bruno Levy
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* Contact: Bruno Levy
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* levy@loria.fr
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* <levy@loria.fr>
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* ISA Project
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* LORIA, INRIA Lorraine,
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* Campus Scientifique, BP 239
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@ -17,7 +17,7 @@
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* GXML/Graphite: Geometry and Graphics Programming Library + Utilities
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* Copyright (C) 2000 Bruno Levy
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* Contact: Bruno Levy
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* levy@loria.fr
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* <levy@loria.fr>
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* ISA Project
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* LORIA, INRIA Lorraine,
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* Campus Scientifique, BP 239
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@ -17,7 +17,7 @@
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* OGF/Graphite: Geometry and Graphics Programming Library + Utilities
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* Copyright (C) 2000 Bruno Levy
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* Contact: Bruno Levy
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* levy@loria.fr
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* <levy@loria.fr>
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* ISA Project
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* LORIA, INRIA Lorraine,
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* Campus Scientifique, BP 239
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@ -17,7 +17,7 @@
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* OGF/Graphite: Geometry and Graphics Programming Library + Utilities
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* Copyright (C) 2000 Bruno Levy
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* Contact: Bruno Levy
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* levy@loria.fr
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* <levy@loria.fr>
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* ISA Project
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* LORIA, INRIA Lorraine,
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* Campus Scientifique, BP 239
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@ -19,7 +19,7 @@
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* and:
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* OGF/Graphite: Geometry and Graphics Programming Library + Utilities
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* Copyright (C) 2000-2003 Bruno Levy
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* Contact: Bruno Levy levy@loria.fr
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* Contact: Bruno Levy <levy@loria.fr>
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* ISA Project
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* LORIA, INRIA Lorraine,
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* Campus Scientifique, BP 239
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@ -19,7 +19,7 @@
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* and:
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* OGF/Graphite: Geometry and Graphics Programming Library + Utilities
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* Copyright (C) 2000-2003 Bruno Levy
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* Contact: Bruno Levy levy@loria.fr
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* Contact: Bruno Levy <levy@loria.fr>
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* ISA Project
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* LORIA, INRIA Lorraine,
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* Campus Scientifique, BP 239
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@ -25,7 +25,7 @@
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* Original license from NVIDIA follows.
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*/
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// This code is in the public domain -- castanyo@yahoo.es
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// This code is in the public domain -- <castanyo@yahoo.es>
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#pragma once
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