From ad6a4288d3c5dc39a9f40b0c069c279d004f5c0d Mon Sep 17 00:00:00 2001
From: spog <spog@8a3a26a2-13c4-0310-b231-cf6edde360e5>
Date: Sun, 9 Jul 2006 13:17:09 +0000
Subject: [PATCH] updated todo

git-svn-id: https://zerowing.idsoftware.com/svn/radiant/GtkRadiant/trunk@86 8a3a26a2-13c4-0310-b231-cf6edde360e5
---
 TODO                        | 1 +
 plugins/shaders/shaders.cpp | 9 +++++++--
 2 files changed, 8 insertions(+), 2 deletions(-)

diff --git a/TODO b/TODO
index 81593c26..4f9bf1eb 100644
--- a/TODO
+++ b/TODO
@@ -10,6 +10,7 @@ UI: changing resolution in floating-windows mode can screw up window positions.
 HalfLife: half-life maps saved in q1 map format are not supported - currently have to convert them to hammer map format using hammer editor. And vice versa.
 Entity: creating a new entity with all the brushes of another entity selected results in the latter entity having no brushes.
 SConscript: build fails if SETUP=1
+SConscript: svn.py fails if not using C locale - set LC_ALL?
 GUI: can't use arrow keys to navigate in camera view when capslock is enabled
 GUI: screensaver causes: gdkgc-win32.c: line 905 (gdk_win32_hdc_get): assertion failed: (win32_gc->hdc == NULL)
 
diff --git a/plugins/shaders/shaders.cpp b/plugins/shaders/shaders.cpp
index ba9b578c..e95adaff 100644
--- a/plugins/shaders/shaders.cpp
+++ b/plugins/shaders/shaders.cpp
@@ -1699,11 +1699,15 @@ CShader* Try_Shader_ForName(const char* name)
       return (*i).second;
     }
   }
-
-  // not found, create it
+  // active shader was not found
+  
+  // find matching shader definition
   ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
   if(i == g_shaderDefinitions.end())
   {
+    // shader definition was not found
+
+    // create new shader definition from default shader template
     ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
     shaderTemplate->CreateDefault(name);
     g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
@@ -1711,6 +1715,7 @@ CShader* Try_Shader_ForName(const char* name)
     i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
   }
 
+  // create shader from existing definition
   ShaderPointer pShader(new CShader((*i).second));
   pShader->setName(name);
   g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
-- 
2.39.5