Commit: ad583101617cbe9e6476b2870a69084240c309d3
Author: Antony Riakiotakis
Date:   Wed Oct 14 12:23:17 2015 +0300
Branches: master
https://developer.blender.org/rBad583101617cbe9e6476b2870a69084240c309d3

Comment cleanup, use better lower bound for waveform

===================================================================

M       source/blender/editors/space_sequencer/sequencer_draw.c

===================================================================

diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c 
b/source/blender/editors/space_sequencer/sequencer_draw.c
index 642c55d..2ae7cdd 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -248,7 +248,7 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, 
Scene *scene, Sequenc
                        value1 = waveform->data[pos * 3];
                        value2 = waveform->data[pos * 3 + 1];
 
-                       if (samplestep >= 2.0f) {
+                       if (samplestep > 1.0f) {
                                for (j = pos + 1; (j < waveform->length) && (j 
< pos + samplestep); j++) {
                                        if (value1 > waveform->data[j * 3])
                                                value1 = waveform->data[j * 3];
@@ -258,12 +258,12 @@ static void drawseqwave(const bContext *C, SpaceSeq 
*sseq, Scene *scene, Sequenc
                                }
                        }
                        else {
+                               /* use simple linear interpolation */
                                float f = sampleoffset - pos;
                                value1 = (1.0f - f) * value1 + f * 
waveform->data[pos * 3 + 3];
                                value2 = (1.0f - f) * value2 + f * 
waveform->data[pos * 3 + 4];
                        }
 
-                       /* max(value, -1) ensures that no sound gets drawn as a 
line */
                        glVertex2f(x1 + i * stepsize, ymid + value1 * yscale);
                        glVertex2f(x1 + i * stepsize, ymid + value2 * yscale);
                }

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