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authorCampbell Barton <ideasman42@gmail.com>2019-06-12 02:04:10 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-06-12 02:43:49 +0300
commit6529d20d79a5e55696a2fa48150055d3e4a942dd (patch)
tree314f21fd4c91f8a5558cfe34e04f6ce1e50d3c98 /source/blender/draw/engines
parent8ce93ef6ae5169297aca67f5439503c3b25dc707 (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_utils.c4
13 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index e0165ea020a..14faa827be5 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -207,9 +207,9 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
/** Bloom algorithm
*
* Overview:
- * - Downsample the color buffer doing a small blur during each step.
- * - Accumulate bloom color using previously downsampled color buffers
- * and do an upsample blur for each new accumulated layer.
+ * - Down-sample the color buffer doing a small blur during each step.
+ * - Accumulate bloom color using previously down-sampled color buffers
+ * and do an up-sample blur for each new accumulated layer.
* - Finally add accumulation buffer onto the source color buffer.
*
* [1/1] is original copy resolution (can be half or quarter res for performance)
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 8c3e58e76c9..d0f544dd3c6 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -185,7 +185,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
/** Depth of Field algorithm
*
* Overview :
- * - Downsample the color buffer into 2 buffers weighted with
+ * - Down-sample the color buffer into 2 buffers weighted with
* CoC values. Also output CoC into a texture.
* - Shoot quads for every pixel and expand it depending on the CoC.
* Do one pass for near Dof and one pass for far Dof.
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 8f2fd633890..021afa64fee 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -487,7 +487,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
}
/**
- * Simple downsampling algorithm. Reconstruct mip chain up to mip level.
+ * Simple down-sampling algorithm. Reconstruct mip chain up to mip level.
*/
void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 5af0a6fa920..3977fd160fc 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -1248,7 +1248,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
/* Assume that if lbake->gl_context is NULL
* we are not running in this in a job, so update
- * the scene lightcache pointer before deleting it. */
+ * the scene light-cache pointer before deleting it. */
if (lbake->gl_context == NULL) {
BLI_assert(BLI_thread_is_main());
EEVEE_lightbake_update(lbake);
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 71849c0de56..848634f311e 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -754,7 +754,7 @@ void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
}
planar_pool_ensure_alloc(vedata, pinfo->num_planar);
- /* If lightcache auto-update is enable we tag the relevant part
+ /* If light-cache auto-update is enable we tag the relevant part
* of the cache to update and fire up a baking job. */
if (!DRW_state_is_image_render() && !DRW_state_is_opengl_render() &&
(pinfo->do_grid_update || pinfo->do_cube_update)) {
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index c3a9c4bba41..f6e8cefd165 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -712,7 +712,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
}
else {
power = 1.0f / (evli->radius * evli->radius * M_PI); /* 1/(r²*Pi) */
- /* Make illumation power closer to cycles for bigger radii. Cycles uses a cos^3 term that we
+ /* Make illumination power closer to cycles for bigger radii. Cycles uses a cos^3 term that we
* cannot reproduce so we account for that by scaling the light power. This function is the
* result of a rough manual fitting. */
power += 1.0f / (2.0f * M_PI); /* power *= 1 + r²/2 */
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index a998bd3a71b..2d4cc069697 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -126,7 +126,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
MEM_SAFE_FREE(stl->lookdev_cube_mips);
/* We do this to use a special light cache for lookdev.
- * This lightcache needs to be per viewport. But we need to
+ * This light-cache needs to be per viewport. But we need to
* have correct freeing when the viewport is closed. So we
* need to reference all textures to the txl and the memblocks
* to the stl. */
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 26cdf62f989..7b80daf8ed6 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -209,7 +209,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
* - First pass Trace rays across the depth buffer. The hit position and pdf are
* recorded in a RGBA16F render target for each ray (sample).
*
- * - We downsample the previous frame color buffer.
+ * - We down-sample the previous frame color buffer.
*
* - For each final pixel, we gather neighbors rays and choose a color buffer
* mipmap for each ray using its pdf. (filtered importance sampling)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
index 4f4599e1398..0ac1cda9e3d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
@@ -1,5 +1,5 @@
/**
- * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ * Simple down-sample shader. Takes the average of the 4 texels of lower mip.
*/
uniform samplerCube source;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
index 9a15ffe55db..a4637b9df91 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -1,5 +1,5 @@
/**
- * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ * Simple down-sample shader. Takes the average of the 4 texels of lower mip.
*/
uniform sampler2D source;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index a8f3cf7a52b..b99037b1e80 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -1,5 +1,5 @@
/**
- * Shader that downsample depth buffer,
+ * Shader that down-sample depth buffer,
* saving min and max value of each texel in the above mipmaps.
* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
*/
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
index 9c765ee72b6..0f575dfc2ed 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
@@ -1,5 +1,5 @@
/**
- * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ * Simple down-sample shader. Takes the average of the 4 texels of lower mip.
*/
uniform sampler2DArray source;
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
index 9babd8cd058..1300f7259f1 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
@@ -2060,8 +2060,8 @@ void DRW_gpencil_populate_particles(GPENCIL_e_data *e_data, GHash *gh_objects, v
for (int i = 0; i < stl->g_data->gp_cache_used; i++) {
tGPencilObjectCache *cache_ob = &stl->g_data->gp_object_cache[i];
if (cache_ob->is_dup_ob) {
- /* reasign duplicate objects because memory for particles is not available
- * and need to use the original datablock and runtime data */
+ /* Reassign duplicate objects because memory for particles is not available
+ * and need to use the original data-block and run-time data. */
Object *ob = (Object *)BLI_ghash_lookup(gh_objects, cache_ob->name);
if (ob) {
cache_ob->ob = ob;