Codestyle: Fix some comment issues
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5 changed files with 3 additions and 13 deletions
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@ -367,14 +367,6 @@ void ResourceImporterTexture::_save_ctex(const Ref<Image> &p_image, const String
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f->store_32(0);
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f->store_32(0);
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f->store_32(0);
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f->store_32(0);
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/*
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print_line("streamable " + itos(p_streamable));
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print_line("mipmaps " + itos(p_mipmaps));
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print_line("detect_3d " + itos(p_detect_3d));
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print_line("roughness " + itos(p_detect_roughness));
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print_line("normal " + itos(p_detect_normal));
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*/
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if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) {
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if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) {
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p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy
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p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy
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}
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}
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@ -2745,8 +2745,6 @@ static void _find_call_arguments(GDScriptParser::CompletionContext &p_context, c
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const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_call);
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const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_call);
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GDScriptParser::Node::Type callee_type = call->get_callee_type();
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GDScriptParser::Node::Type callee_type = call->get_callee_type();
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GDScriptCompletionIdentifier connect_base;
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if (callee_type == GDScriptParser::Node::SUBSCRIPT) {
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if (callee_type == GDScriptParser::Node::SUBSCRIPT) {
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const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);
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const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);
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@ -38,7 +38,7 @@
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#include <android/log.h>
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#include <android/log.h>
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#include <jni.h>
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#include <jni.h>
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// Class that makes functions in java/src/org/godotengine/godot/GodotView.java callable from C++
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// Class that makes functions in java/src/org/godotengine/godot/GodotRenderView.java callable from C++
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class GodotJavaViewWrapper {
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class GodotJavaViewWrapper {
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private:
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private:
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jclass _cls;
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jclass _cls;
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@ -39,7 +39,7 @@
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#include <android/log.h>
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#include <android/log.h>
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#include <jni.h>
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#include <jni.h>
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// Class that makes functions in java/src/org/godotengine/godot/Godot.java callable from C++
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// Class that makes functions in java/src/org/godotengine/godot/Godot.kt callable from C++
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class GodotJavaWrapper {
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class GodotJavaWrapper {
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private:
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private:
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jobject godot_instance;
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jobject godot_instance;
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@ -104,7 +104,7 @@ static bool nvapi_err_check(const char *msg, int status) {
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}
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}
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// On windows we have to disable threaded optimization when using NVIDIA graphics cards
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// On windows we have to disable threaded optimization when using NVIDIA graphics cards
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// to avoid stuttering, see see https://stackoverflow.com/questions/36959508/nvidia-graphics-driver-causing-noticeable-frame-stuttering/37632948
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// to avoid stuttering, see https://stackoverflow.com/questions/36959508/nvidia-graphics-driver-causing-noticeable-frame-stuttering/37632948
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// also see https://github.com/Ryujinx/Ryujinx/blob/master/src/Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
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// also see https://github.com/Ryujinx/Ryujinx/blob/master/src/Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
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void GLManagerNative_Windows::_nvapi_disable_threaded_optimization() {
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void GLManagerNative_Windows::_nvapi_disable_threaded_optimization() {
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HMODULE nvapi = 0;
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HMODULE nvapi = 0;
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