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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_lights.c
parentd7982f71e95e5caecb31dca54eb3cf0670aabbb3 (diff)
Cleanup: typos
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index f5673d1a616..880519911ed 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -1086,7 +1086,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
/* Render shadow cube */
- /* Render 6 faces separatly: seems to be faster for the general case.
+ /* Render 6 faces separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweight the instancing overhead. which is rarelly the case. */
for (int j = 0; j < 6; j++) {
@@ -1193,7 +1193,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
/* Render shadow cascades */
- /* Render cascade separatly: seems to be faster for the general case.
+ /* Render cascade separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweight the instancing overhead. which is rarelly the case. */
for (int j = 0; j < la->cascade_count; j++) {