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authorCampbell Barton <ideasman42@gmail.com>2020-03-12 04:24:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-03-12 04:34:54 +0300
commit1aebcdbb3a75b8c59ea211bb1ea6cc8573b0ea0f (patch)
treed4bff59a4d7e46fc333078bebe6bdd9ffcca6d0f /source/blender/draw/engines
parent74855969e7b5fd8da71cc62057a0ce8eb3f528f8 (diff)
Cleanup: spelling, clang-format
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/overlay/overlay_outline.c6
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_antialiasing.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_opaque.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_shadow.c4
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c10
6 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c
index e77a0a143a9..0395f6890bd 100644
--- a/source/blender/draw/engines/overlay/overlay_outline.c
+++ b/source/blender/draw/engines/overlay/overlay_outline.c
@@ -33,7 +33,7 @@
#include "overlay_private.h"
-/* Returns the normal plane in ndc space. */
+/* Returns the normal plane in NDC space. */
static void gpencil_depth_plane(Object *ob, float r_plane[4])
{
/* TODO put that into private data. */
@@ -42,11 +42,11 @@ static void gpencil_depth_plane(Object *ob, float r_plane[4])
float *camera_z_axis = viewinv[2];
float *camera_pos = viewinv[3];
- /* Find the normal most likely to represent the gpObject. */
+ /* Find the normal most likely to represent the grease pencil object. */
/* TODO: This does not work quite well if you use
* strokes not aligned with the object axes. Maybe we could try to
* compute the minimum axis of all strokes. But this would be more
- * computationaly heavy and should go into the GPData evaluation. */
+ * computationally heavy and should go into the GPData evaluation. */
BoundBox *bbox = BKE_object_boundbox_get(ob);
/* Convert bbox to matrix */
float mat[4][4], size[3], center[3];
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
index 6a8f77699bc..3cd21dfeace 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
@@ -354,7 +354,7 @@ bool workbench_antialiasing_setup(WORKBENCH_Data *vedata)
}
else {
/* TAA is not making a big change to the matrices.
- * Reuse the main view culling by creating a subview. */
+ * Reuse the main view culling by creating a sub-view. */
wpd->view = DRW_view_create_sub(default_view, viewmat, winmat);
}
DRW_view_set_active(wpd->view);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index 8aa37c6b9fc..9716ccd4b44 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -23,7 +23,7 @@
*
* We use a gather approach by sampling a lowres version of the color buffer.
* The process can be summarized like this:
- * - downsample the color buffer using a COC (Circle of Confusion) aware downsample algo.
+ * - down-sample the color buffer using a COC (Circle of Confusion) aware down-sample algorithm.
* - do a gather pass using the COC computed in the previous pass.
* - do a median filter to reduce noise amount.
* - composite on top of main color buffer.
diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c
index abb76550b96..08511ca092c 100644
--- a/source/blender/draw/engines/workbench/workbench_opaque.c
+++ b/source/blender/draw/engines/workbench/workbench_opaque.c
@@ -19,7 +19,7 @@
/** \file
* \ingroup draw_engine
*
- * Opaque Pieline:
+ * Opaque Pipeline:
*
* Use deferred shading to render opaque surfaces.
* This decouple the shading cost from scene complexity.
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c
index 8da75942944..efd0ad9134e 100644
--- a/source/blender/draw/engines/workbench/workbench_shadow.c
+++ b/source/blender/draw/engines/workbench/workbench_shadow.c
@@ -23,7 +23,7 @@
*
* Use stencil shadow buffer to cast a sharp shadow over opaque surfaces.
*
- * After the main prepass we render shadow volumes using custom depth & stencil states to
+ * After the main pre-pass we render shadow volumes using custom depth & stencil states to
* set the stencil of shadowed area to anything but 0.
*
* Then the shading pass will shade the areas with stencil not equal 0 differently.
@@ -364,4 +364,4 @@ void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const boo
#endif
}
}
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index 1e1b751f80d..39aa721a41c 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -19,15 +19,15 @@
/** \file
* \ingroup draw_engine
*
- * Transparent Pieline:
+ * Transparent Pipeline:
*
- * Use Weight Blended Order Independant Transparency to render transparent surfaces.
+ * Use Weight Blended Order Independent Transparency to render transparent surfaces.
*
* The rendering is broken down in two passes:
* - the accumulation pass where we render all the surfaces and accumulate all the weights.
- * - the resolve pass where we divide the accumulated infos by the weights.
+ * - the resolve pass where we divide the accumulated information by the weights.
*
- * An additional rerender of the transparent surfaces is sometime done in order to have their
+ * An additional re-render of the transparent surfaces is sometime done in order to have their
* correct depth and object ids correctly written.
*/
@@ -177,4 +177,4 @@ void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data)
DRW_draw_pass(psl->transp_accum_infront_ps);
}
}
-} \ No newline at end of file
+}