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authorCampbell Barton <campbell@blender.org>2022-04-22 01:16:37 +0300
committerCampbell Barton <campbell@blender.org>2022-04-22 03:11:48 +0300
commit2547c3c70ceef763ae9698b8dc76c12168a605d4 (patch)
treeeccc4cff0d39cb866a66ca0d432bdc2a3ec71a45 /intern
parent179100c021269c278396c9a8039a0b75703c5f3a (diff)
Cleanup: spelling in comments
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/integrator/shader_eval.h2
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