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egg2pg: slight comment cleanup in characterMaker.cxx
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@ -36,10 +36,6 @@
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using std::string;
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/**
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*
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*/
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@ -589,16 +585,15 @@ determine_bin_home(EggBin *egg_bin) {
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// ahead and make an implicit node for the joint.
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if (egg_group->get_dcs_type() == EggGroup::DC_none) {
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/*
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* Unless the user specifically forbade exposing the joint by putting an
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* explicit "<DCS> { none }" entry in the joint. In this case, we return NULL
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* to treat the geometry as dynamic (and animate it by animating its
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* vertices), but display lists and vertex buffers will perform better if more
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* geometry is rigid. There's a tradeoff, though, since the cull traverser
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* will have to do more work with additional transforms in the scene graph,
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* and this may also break up the geometry into more individual pieces, which
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* is the biggest limiting factor on modern PC graphics cards.
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*/
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// Unless the user specifically forbade exposing the joint by putting an
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// explicit "<DCS> { none }" entry in the joint. In this case, we return
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// nullptr to treat the geometry as dynamic (and animate it by animating
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// its vertices), but display lists and vertex buffers will perform better
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// if more geometry is rigid. There's a tradeoff, though, since the cull
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// traverser will have to do more work with additional transforms in the
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// scene graph, and this may also break up the geometry into more
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// individual pieces, which is the biggest limiting factor on modern PC
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// graphics cards.
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return nullptr;
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}
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