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authorCampbell Barton <ideasman42@gmail.com>2019-09-19 06:18:52 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-09-19 06:19:53 +0300
commitd8a7e5ee324ef4648a317ef232aae5b5a8ed991f (patch)
tree8e9a231e2fd37a811df904df4437eed863121582 /source/blender/draw/engines/eevee/eevee_volumes.c
parent741d7d60ed90707f3f20b86372669ca5287a74da (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index cfebe48a836..711c956ce4b 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -632,7 +632,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
int tex_transmit = GPU_texture_opengl_bindcode(txl->volume_transmit_history);
/* TODO(fclem) Encapsulate these GL calls into DRWManager. */
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
- /* Subtility here! we need to tell the GL that the texture is layered (GL_TRUE)
+ /* Subtlety here! we need to tell the GL that the texture is layered (GL_TRUE)
* in order to bind the full 3D texture and not just a 2D slice. */
glBindImageTexture(0, tex_scatter, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
glBindImageTexture(1, tex_transmit, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);