style cleanup: block comments
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@@ -474,7 +474,7 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
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AttributeRequestSet& attributes = mesh_attributes[i];
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/* todo: we now store std and name attributes from requests even if
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they actually refer to the same mesh attributes, optimize */
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* they actually refer to the same mesh attributes, optimize */
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foreach(AttributeRequest& req, attributes.requests) {
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Attribute *mattr = mesh->attributes.find(req);
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@@ -493,7 +493,7 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
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}
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/* we abuse AttributeRequest to pass on info like element and
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offset, it doesn't really make sense but is convenient */
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* offset, it doesn't really make sense but is convenient */
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/* store element and type */
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if(mattr->element == Attribute::VERTEX)
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@@ -528,7 +528,7 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
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}
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/* mesh vertex/triangle index is global, not per object, so we sneak
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a correction for that in here */
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* a correction for that in here */
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if(req.element == ATTR_ELEMENT_VERTEX)
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req.offset -= mesh->vert_offset;
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else if(mattr->element == Attribute::FACE)
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