diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-06-12 02:04:10 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-06-12 02:43:49 +0300 |
commit | 6529d20d79a5e55696a2fa48150055d3e4a942dd (patch) | |
tree | 314f21fd4c91f8a5558cfe34e04f6ce1e50d3c98 /source/blender/draw/engines | |
parent | 8ce93ef6ae5169297aca67f5439503c3b25dc707 (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/draw/engines')
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; |