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author | Campbell Barton <campbell@blender.org> | 2022-04-22 01:16:37 +0300 |
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committer | Campbell Barton <campbell@blender.org> | 2022-04-22 03:11:48 +0300 |
commit | 2547c3c70ceef763ae9698b8dc76c12168a605d4 (patch) | |
tree | eccc4cff0d39cb866a66ca0d432bdc2a3ec71a45 /intern | |
parent | 179100c021269c278396c9a8039a0b75703c5f3a (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'intern')
-rw-r--r-- | intern/cycles/kernel/integrator/shader_eval.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/integrator/shader_eval.h b/intern/cycles/kernel/integrator/shader_eval.h index 3ea53b3e647..4da92929366 100644 --- a/intern/cycles/kernel/integrator/shader_eval.h +++ b/intern/cycles/kernel/integrator/shader_eval.h @@ -865,7 +865,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals kg, * `u(x, T) = u(x - (T - t) * u(x, T), t)` * * This is the typical way to model self-advection in fluid dynamics, however, we do not - * account for other forces affecting the velocity during simulation (pressure, buyoancy, + * account for other forces affecting the velocity during simulation (pressure, buoyancy, * etc.): this gives a linear interpolation when fluid are mostly "curvy". For better * results, a higher order interpolation scheme can be used (at the cost of more lookups), * or an interpolation of the velocity fields for the previous and next frames could also |