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| author | Rémi Verschelde <rverschelde@gmail.com> | 2017-01-14 12:26:56 +0100 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-01-14 14:52:23 +0100 |
| commit | 93ab45b6b5c4f8e0619e963156c983009d399a9d (patch) | |
| tree | 80e55993f29ad7bf502ef7388eef78114b2dc4ab /drivers/gles3/rasterizer_canvas_gles3.cpp | |
| parent | 78e90ac60b81f17fdf8c319357f16962e92e6106 (diff) | |
| download | redot-engine-93ab45b6b5c4f8e0619e963156c983009d399a9d.tar.gz | |
Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 3c3768be67..e658fbbe88 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -147,7 +147,7 @@ void RasterizerCanvasGLES3::canvas_begin(){ -// state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); + //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform()); //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform()); @@ -743,9 +743,6 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater } else { glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); } -// if (current_clip) { -// // print_line(" a clip "); -// } canvas_texscreen_used=true; } @@ -1193,10 +1190,10 @@ void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_s while(light) { - // print_line("debug light"); + //print_line("debug light"); if (light->shadow_buffer.is_valid()) { - // print_line("sb is valid"); + //print_line("sb is valid"); RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glBindTexture(GL_TEXTURE_2D,sb->distance); @@ -1253,7 +1250,7 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); - /// p_near=1; + //p_near=1; CameraMatrix projection; { real_t fov = 90; |
