mesa: 80-column wrapping and comment updates

This commit is contained in:
Brian Paul
2011-03-19 14:17:42 -06:00
committed by Brian
parent d0d767ad4c
commit cfc7ded3ff
+20 -19
View File
@@ -140,8 +140,8 @@ _mesa_Ortho( GLdouble left, GLdouble right,
* \sa glMatrixMode().
*
* Flushes the vertices, validates the parameter and updates
* __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
* specified matrix stack.
* __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode
* with the specified matrix stack.
*/
void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
@@ -170,7 +170,8 @@ _mesa_MatrixMode( GLenum mode )
*/
#if 0
if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(invalid tex unit %d)",
_mesa_error(ctx, GL_INVALID_OPERATION,
"glMatrixMode(invalid tex unit %d)",
ctx->Texture.CurrentUnit);
return;
}
@@ -232,8 +233,8 @@ _mesa_MatrixMode( GLenum mode )
* \sa glPushMatrix().
*
* Verifies the current matrix stack is not full, and duplicates the top-most
* matrix in the stack. Marks __struct gl_contextRec::NewState with the stack dirty
* flag.
* matrix in the stack.
* Marks __struct gl_contextRec::NewState with the stack dirty flag.
*/
void GLAPIENTRY
_mesa_PushMatrix( void )
@@ -272,8 +273,8 @@ _mesa_PushMatrix( void )
* \sa glPopMatrix().
*
* Flushes the vertices, verifies the current matrix stack is not empty, and
* moves the stack head down. Marks __struct gl_contextRec::NewState with the dirty
* stack flag.
* moves the stack head down.
* Marks __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_PopMatrix( void )
@@ -309,9 +310,9 @@ _mesa_PopMatrix( void )
*
* \sa glLoadIdentity().
*
* Flushes the vertices and calls _math_matrix_set_identity() with the top-most
* matrix in the current stack. Marks __struct gl_contextRec::NewState with the stack
* dirty flag.
* Flushes the vertices and calls _math_matrix_set_identity() with the
* top-most matrix in the current stack.
* Marks __struct gl_contextRec::NewState with the stack dirty flag.
*/
void GLAPIENTRY
_mesa_LoadIdentity( void )
@@ -334,9 +335,9 @@ _mesa_LoadIdentity( void )
*
* \sa glLoadMatrixf().
*
* Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
* in the current stack and the given matrix. Marks __struct gl_contextRec::NewState
* with the dirty stack flag.
* Flushes the vertices and calls _math_matrix_loadf() with the top-most
* matrix in the current stack and the given matrix.
* Marks __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
@@ -560,8 +561,8 @@ _mesa_MultTransposeMatrixdARB( const GLdouble *m )
* Calls _math_matrix_analyse() with the top-matrix of the projection matrix
* stack, and recomputes user clip positions if necessary.
*
* \note This routine references __struct gl_contextRec::Tranform attribute values to
* compute userclip positions in clip space, but is only called on
* \note This routine references __struct gl_contextRec::Tranform attribute
* values to compute userclip positions in clip space, but is only called on
* _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
* date across changes to the __struct gl_contextRec::Transform attributes.
*/
@@ -594,8 +595,8 @@ update_projection( struct gl_context *ctx )
* \param ctx GL context.
*
* Multiplies the top matrices of the projection and model view stacks into
* __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
* analyzes the resulting matrix via _math_matrix_analyse().
* __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix()
* and analyzes the resulting matrix via _math_matrix_analyse().
*/
static void
calculate_model_project_matrix( struct gl_context *ctx )
@@ -624,7 +625,7 @@ void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
/* Bring cull position uptodate.
/* Bring cull position up to date.
*/
TRANSFORM_POINT3( ctx->Transform.CullObjPos,
ctx->ModelviewMatrixStack.Top->inv,
@@ -635,7 +636,7 @@ void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
/* Keep ModelviewProject uptodate always to allow tnl
/* Keep ModelviewProject up to date always to allow tnl
* implementations that go model->clip even when eye is required.
*/
calculate_model_project_matrix(ctx);