diff --git a/panda/src/egg2pg/characterMaker.cxx b/panda/src/egg2pg/characterMaker.cxx index f087ebf88e..0c8bb03650 100644 --- a/panda/src/egg2pg/characterMaker.cxx +++ b/panda/src/egg2pg/characterMaker.cxx @@ -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 " { 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 " { 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; }