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authorCampbell Barton <ideasman42@gmail.com>2021-09-22 07:48:01 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-09-22 07:54:01 +0300
commit4d66cbd140b1648b79df0df695046cb718797b70 (patch)
tree945b1093ba250ad57611f44bda7ca0b8a31a0211 /intern/cycles/blender
parent77061a5621015dfd0c9f89fd21cb23d706d0cec8 (diff)
Cleanup: spelling in comments
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r--intern/cycles/blender/blender_gpu_display.cpp6
-rw-r--r--intern/cycles/blender/blender_gpu_display.h6
2 files changed, 6 insertions, 6 deletions
diff --git a/intern/cycles/blender/blender_gpu_display.cpp b/intern/cycles/blender/blender_gpu_display.cpp
index a79232af71f..aa2a9c17a8a 100644
--- a/intern/cycles/blender/blender_gpu_display.cpp
+++ b/intern/cycles/blender/blender_gpu_display.cpp
@@ -338,9 +338,9 @@ bool BlenderGPUDisplay::do_update_begin(const GPUDisplayParams &params,
* NOTE: Allocate the PBO for the the size which will fit the final render resolution (as in,
* at a resolution divider 1. This was we don't need to recreate graphics interoperability
* objects which are costly and which are tied to the specific underlying buffer size.
- * The downside of this approach is that when graphics interopeability is not used we are sending
- * too much data to GPU when resolution divider is not 1. */
- /* TODO(sergey): Investigate whether keeping the PBO exact size of the texute makes non-interop
+ * The downside of this approach is that when graphics interoperability is not used we are
+ * sending too much data to GPU when resolution divider is not 1. */
+ /* TODO(sergey): Investigate whether keeping the PBO exact size of the texture makes non-interop
* mode faster. */
const int buffer_width = params.full_size.x;
const int buffer_height = params.full_size.y;
diff --git a/intern/cycles/blender/blender_gpu_display.h b/intern/cycles/blender/blender_gpu_display.h
index b7eddf0afa7..1014c96cee4 100644
--- a/intern/cycles/blender/blender_gpu_display.h
+++ b/intern/cycles/blender/blender_gpu_display.h
@@ -134,7 +134,7 @@ class BlenderGPUDisplay : public GPUDisplay {
/* Make sure texture is allocated and its initial configuration is performed. */
bool gl_texture_resources_ensure();
- /* Ensure all runtime GPU resources needefd for drawing are allocated.
+ /* Ensure all runtime GPU resources needed for drawing are allocated.
* Returns true if all resources needed for drawing are available. */
bool gl_draw_resources_ensure();
@@ -146,7 +146,7 @@ class BlenderGPUDisplay : public GPUDisplay {
* NOTE: The texture needs to be bound. */
void texture_update_if_needed();
- /* Update vetrex buffer with new coordinates of vertex positions and texture coordinates.
+ /* Update vertex buffer with new coordinates of vertex positions and texture coordinates.
* This buffer is used to render texture in the viewport.
*
* NOTE: The buffer needs to be bound. */
@@ -200,7 +200,7 @@ class BlenderGPUDisplay : public GPUDisplay {
bool gl_draw_resource_creation_attempted_ = false;
bool gl_draw_resources_created_ = false;
- /* Vertex buffer which hold vertrices of a triangle fan which is textures with the texture
+ /* Vertex buffer which hold vertices of a triangle fan which is textures with the texture
* holding the render result. */
uint vertex_buffer_ = 0;