diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-03-03 14:06:52 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-03-03 14:23:10 +0300 |
commit | ce2dc6ef2bce1fdd038989e0a7841600daccfd49 (patch) | |
tree | 17e83416a6fe99827941bff0dc5d7c3e510e6e0c /source/blender/draw/engines | |
parent | 582205c13449e41cc876d6df951c354e897419ea (diff) |
Cleanup: formatting, spelling
Diffstat (limited to 'source/blender/draw/engines')
4 files changed, 9 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 5e6c11833d3..1f12ef1f379 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -789,10 +789,10 @@ void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved if (pinfo->do_grid_update) { scene_orig->eevee.light_cache->flag |= LIGHTCACHE_UPDATE_GRID; } - /* If we update grid we need to update the cubemaps too. - * So always refresh cubemaps. */ + /* If we update grid we need to update the cube-maps too. + * So always refresh cube-maps. */ scene_orig->eevee.light_cache->flag |= LIGHTCACHE_UPDATE_CUBE; - /* Tag the lightcache to auto update. */ + /* Tag the light-cache to auto update. */ scene_orig->eevee.light_cache->flag |= LIGHTCACHE_UPDATE_AUTO; /* Use a notifier to trigger the operator after drawing. */ WM_event_add_notifier(draw_ctx->evil_C, NC_LIGHTPROBE, scene_orig); diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c index 537698c7789..3bf91b0d0be 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.c +++ b/source/blender/draw/engines/overlay/overlay_armature.c @@ -1284,9 +1284,8 @@ static void draw_axes(ArmatureDrawContext *ctx, final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.1 : 0.65; if (pchan && pchan->custom && !(arm->flag & ARM_NO_CUSTOM)) { - /** Special case: Custom bones can have different scale than the bone. - * Recompute display matrix without the custom scalling applied. (T65640) - **/ + /* Special case: Custom bones can have different scale than the bone. + * Recompute display matrix without the custom scaling applied. (T65640). */ float axis_mat[4][4]; float length = pchan->bone->length; copy_m4_m4(axis_mat, pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat); diff --git a/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl index 738f0025f07..a82c13b9fb7 100644 --- a/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl @@ -12,7 +12,7 @@ void main() { finalColor = colorLight; - /* Relative to DPI scalling. Have constant screen size. */ + /* Relative to DPI scaling. Have constant screen size. */ vec3 screen_pos = screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y; vec3 p = inst_pos; p.z *= (pos.z == 0.0) ? 0.0 : 1.0; diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl index 92db27ea6dd..035fab1040e 100644 --- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl @@ -137,11 +137,11 @@ void main() } /* Empties */ else if ((vclass & VCLASS_EMPTY_SCALED) != 0) { - /* This is a bit silly but we avoid scalling the object matrix on CPU (saving a mat4 mul) */ + /* This is a bit silly but we avoid scaling the object matrix on CPU (saving a mat4 mul) */ vpos *= empty_scale; } else if ((vclass & VCLASS_EMPTY_SIZE) != 0) { - /* This is a bit silly but we avoid scalling the object matrix on CPU (saving a mat4 mul) */ + /* This is a bit silly but we avoid scaling the object matrix on CPU (saving a mat4 mul) */ vpos *= empty_size; } else if ((vclass & VCLASS_EMPTY_AXES) != 0) { @@ -177,7 +177,7 @@ void main() vec3 world_pos; if ((vclass & VCLASS_SCREENSPACE) != 0) { - /* Relative to DPI scalling. Have constant screen size. */ + /* Relative to DPI scaling. Have constant screen size. */ vec3 screen_pos = screenVecs[0].xyz * vpos.x + screenVecs[1].xyz * vpos.y; vec3 p = (obmat * vec4(vofs, 1.0)).xyz; float screen_size = mul_project_m4_v3_zfac(p) * sizePixel; |