Browse Source

apply format

djeada 1 month ago
parent
commit
c4b52c5b83
2 changed files with 1 additions and 2 deletions
  1. 0 1
      render/equipment/helmets/carthage_light_helmet.cpp
  2. 1 1
      render/humanoid/rig.cpp

+ 0 - 1
render/equipment/helmets/carthage_light_helmet.cpp

@@ -191,7 +191,6 @@ void CarthageLightHelmetRenderer::render_brim(const DrawContext &ctx,
   blade(-1.0f);
   blade(-1.0f);
   blade(+1.0f);
   blade(+1.0f);
 
 
-  // Rebuild the brow arch so it sits above the eyes instead of blocking them.
   auto connect_brow = [&](const QVector3D &a, const QVector3D &b,
   auto connect_brow = [&](const QVector3D &a, const QVector3D &b,
                           float radius_scale) {
                           float radius_scale) {
     submitter.mesh(getUnitCylinder(),
     submitter.mesh(getUnitCylinder(),

+ 1 - 1
render/humanoid/rig.cpp

@@ -324,7 +324,7 @@ void HumanoidRendererBase::drawCommonBody(const DrawContext &ctx,
 
 
   const float torso_r = torso_r_base * width_scale;
   const float torso_r = torso_r_base * width_scale;
   float const depth_scale = scaling.z();
   float const depth_scale = scaling.z();
-  // Encourage a fuller chest profile by default while still respecting scaling.
+
   const float torso_depth_factor =
   const float torso_depth_factor =
       std::clamp(0.55F + (depth_scale - 1.0F) * 0.20F, 0.40F, 0.85F);
       std::clamp(0.55F + (depth_scale - 1.0F) * 0.20F, 0.40F, 0.85F);
   const float torso_depth = torso_r * torso_depth_factor;
   const float torso_depth = torso_r * torso_depth_factor;