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authorCampbell Barton <campbell@blender.org>2022-08-10 09:23:11 +0300
committerCampbell Barton <campbell@blender.org>2022-08-10 09:23:11 +0300
commit77f41da5f1a4f11be37d719722e9bac8e2912604 (patch)
tree87af00ead39bc8c9ebf5187962f031daca8bbab6 /intern/cycles/kernel/integrator
parent72f388c85e5f6d819e9e9f44b3ef29a8ecce3c62 (diff)
Cleanup: spelling
Diffstat (limited to 'intern/cycles/kernel/integrator')
-rw-r--r--intern/cycles/kernel/integrator/shade_surface.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h
index 86dbfdd3edc..4eb50171532 100644
--- a/intern/cycles/kernel/integrator/shade_surface.h
+++ b/intern/cycles/kernel/integrator/shade_surface.h
@@ -44,7 +44,7 @@ ccl_device_forceinline float3 integrate_surface_ray_offset(KernelGlobals kg,
/* Self intersection tests already account for the case where a ray hits the
* same primitive. However precision issues can still cause neighboring
* triangles to be hit. Here we test if the ray-triangle intersection with
- * the same primitive would miss, implying that a neighbouring triangle would
+ * the same primitive would miss, implying that a neighboring triangle would
* be hit instead.
*
* This relies on triangle intersection to be watertight, and the object inverse