egg2pg: slight comment cleanup in characterMaker.cxx

[skip ci]
This commit is contained in:
rdb 2021-11-16 17:55:32 +01:00
parent 0f7a575ac0
commit 6adb6be4b5

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@ -36,10 +36,6 @@
using std::string;
/**
*
*/
@ -589,16 +585,15 @@ determine_bin_home(EggBin *egg_bin) {
// ahead and make an implicit node for the joint.
if (egg_group->get_dcs_type() == EggGroup::DC_none) {
/*
* Unless the user specifically forbade exposing the joint by putting an
* explicit "<DCS> { none }" entry in the joint. In this case, we return NULL
* to treat the geometry as dynamic (and animate it by animating its
* vertices), but display lists and vertex buffers will perform better if more
* geometry is rigid. There's a tradeoff, though, since the cull traverser
* will have to do more work with additional transforms in the scene graph,
* and this may also break up the geometry into more individual pieces, which
* is the biggest limiting factor on modern PC graphics cards.
*/
// Unless the user specifically forbade exposing the joint by putting an
// explicit "<DCS> { none }" entry in the joint. In this case, we return
// nullptr to treat the geometry as dynamic (and animate it by animating
// its vertices), but display lists and vertex buffers will perform better
// if more geometry is rigid. There's a tradeoff, though, since the cull
// traverser will have to do more work with additional transforms in the
// scene graph, and this may also break up the geometry into more
// individual pieces, which is the biggest limiting factor on modern PC
// graphics cards.
return nullptr;
}