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authorCampbell Barton <ideasman42@gmail.com>2021-07-26 05:32:42 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-07-26 05:32:42 +0300
commit828c66f393232f99272122623cacf2266cccbfa2 (patch)
tree6f3fb7a050fd528f2ebbb1f8574f95a242d81361 /source/blender/draw/engines/eevee/eevee_engine.c
parent471d4b105aa595f3c340218bb34010b3cfc2fb2b (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_engine.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 9d4f7865c32..6a66e8b1a58 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -178,19 +178,19 @@ static void eevee_cache_finish(void *vedata)
}
EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
- /* Restart taa if a shader has finish compiling. */
- /* HACK We should use notification of some sort from the compilation job instead. */
+ /* Restart TAA if a shader has finish compiling. */
+ /* HACK: We should use notification of some sort from the compilation job instead. */
if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
EEVEE_temporal_sampling_reset(vedata);
}
}
-/* As renders in an HDR offscreen buffer, we need draw everything once
+/* As renders in an HDR off-screen buffer, we need draw everything once
* during the background pass. This way the other drawing callback between
* the background and the scene pass are visible.
* NOTE: we could break it up in two passes using some depth test
- * to reduce the fillrate */
+ * to reduce the fill-rate. */
static void eevee_draw_scene(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;