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authorCampbell Barton <ideasman42@gmail.com>2018-07-03 10:08:00 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-03 10:22:02 +0300
commit39678442e1ed515f84d62ac75b11086699d4e8b3 (patch)
treedfb691a92f582a02760b6cf50e47d3adfd764e39 /source/blender/draw/engines/eevee/eevee_lightprobes.c
parentd7982f71e95e5caecb31dca54eb3cf0670aabbb3 (diff)
Cleanup: typos
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index a45d69794f3..346938b19f8 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1250,9 +1250,9 @@ static void render_scene_to_probe(
/* Move to capture position */
negate_v3_v3(posmat[3], pos);
- /* 1 - Render to each cubeface individually.
+ /* 1 - Render to each cube-face individually.
* We do this instead of using geometry shader because a) it's faster,
- * b) it's easier than fixing the nodetree shaders (for view dependant effects). */
+ * b) it's easier than fixing the node-tree shaders (for view dependent effects). */
pinfo->layer = 0;
perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
@@ -1349,7 +1349,7 @@ static void render_scene_to_planar(
EEVEE_draw_shadows(sldata, psl);
/* Since we are rendering with an inverted view matrix, we need
- * to invert the facing for backface culling to be the same. */
+ * to invert the facing for back-face culling to be the same. */
DRW_state_invert_facing();
/* Set clipping plan */
copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset);