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author | Campbell Barton <ideasman42@gmail.com> | 2021-03-21 05:18:20 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-03-21 05:18:20 +0300 |
commit | 6db1fb197c169633bef9b23542464f89e9c4dbe6 (patch) | |
tree | 1b8706cb2e5962b02d0034cfc470a88018a386db /source/blender/draw/engines/eevee/eevee_occlusion.c | |
parent | b4e96550ce595a3f3c50a251033b41c2c117260a (diff) |
Cleanup: spelling, doxygen comment formatting
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_occlusion.c | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 8f8317498ec..3f198063c47 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -158,9 +158,10 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); if ((effects->enabled_effects & EFFECT_GTAO) != 0) { - /** Occlusion algorithm overview + /** + * Occlusion Algorithm Overview: * - * We separate the computation into 2 steps. + * We separate the computation into 2 steps. * * - First we scan the neighborhood pixels to find the maximum horizon angle. * We save this angle in a RG8 array texture. |