Codestyle: Fix some comment issues

This commit is contained in:
Rémi Verschelde 2023-11-21 15:26:40 +01:00
parent f732717d73
commit fa259a77cd
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GPG key ID: C3336907360768E1
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
f->store_32(0); f->store_32(0);
f->store_32(0); f->store_32(0);
/*
print_line("streamable " + itos(p_streamable));
print_line("mipmaps " + itos(p_mipmaps));
print_line("detect_3d " + itos(p_detect_3d));
print_line("roughness " + itos(p_detect_roughness));
print_line("normal " + itos(p_detect_normal));
*/
if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) { if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) {
p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy
} }

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@ -2745,8 +2745,6 @@ static void _find_call_arguments(GDScriptParser::CompletionContext &p_context, c
const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_call); const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_call);
GDScriptParser::Node::Type callee_type = call->get_callee_type(); GDScriptParser::Node::Type callee_type = call->get_callee_type();
GDScriptCompletionIdentifier connect_base;
if (callee_type == GDScriptParser::Node::SUBSCRIPT) { if (callee_type == GDScriptParser::Node::SUBSCRIPT) {
const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee); const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);

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@ -38,7 +38,7 @@
#include <android/log.h> #include <android/log.h>
#include <jni.h> #include <jni.h>
// Class that makes functions in java/src/org/godotengine/godot/GodotView.java callable from C++ // Class that makes functions in java/src/org/godotengine/godot/GodotRenderView.java callable from C++
class GodotJavaViewWrapper { class GodotJavaViewWrapper {
private: private:
jclass _cls; jclass _cls;

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@ -39,7 +39,7 @@
#include <android/log.h> #include <android/log.h>
#include <jni.h> #include <jni.h>
// Class that makes functions in java/src/org/godotengine/godot/Godot.java callable from C++ // Class that makes functions in java/src/org/godotengine/godot/Godot.kt callable from C++
class GodotJavaWrapper { class GodotJavaWrapper {
private: private:
jobject godot_instance; jobject godot_instance;

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@ -104,7 +104,7 @@ static bool nvapi_err_check(const char *msg, int status) {
} }
// On windows we have to disable threaded optimization when using NVIDIA graphics cards // On windows we have to disable threaded optimization when using NVIDIA graphics cards
// to avoid stuttering, see see https://stackoverflow.com/questions/36959508/nvidia-graphics-driver-causing-noticeable-frame-stuttering/37632948 // to avoid stuttering, see https://stackoverflow.com/questions/36959508/nvidia-graphics-driver-causing-noticeable-frame-stuttering/37632948
// also see https://github.com/Ryujinx/Ryujinx/blob/master/src/Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs // also see https://github.com/Ryujinx/Ryujinx/blob/master/src/Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
void GLManagerNative_Windows::_nvapi_disable_threaded_optimization() { void GLManagerNative_Windows::_nvapi_disable_threaded_optimization() {
HMODULE nvapi = 0; HMODULE nvapi = 0;