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authorCampbell Barton <campbell@blender.org>2022-10-03 02:24:08 +0300
committerJeroen Bakker <jeroen@blender.org>2022-10-03 15:59:18 +0300
commitb8436f9929110f8177980406dd021b0b0983da95 (patch)
tree83701fabc33e3fd5d8fce6737a26833023d65efe /source/blender/draw/engines
parent37e54098e808f425169e5b713009f979b5b9d028 (diff)
Cleanup: spelling in comments
Also replace "dm" for evaluated mesh in some comments.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/overlay/overlay_grid.cc4
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 88e56bdc01c..6f30ffcb364 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -837,7 +837,7 @@ typedef struct EEVEE_EffectsInfo {
struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1];
struct GPUTexture *unf_source_buffer; /* pointer copy */
struct GPUTexture *unf_base_buffer; /* pointer copy */
- /* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
+ /* Not allocated, just a copy of a *GPUtexture in EEVEE_TextureList. */
struct GPUTexture *source_buffer; /* latest updated texture */
struct GPUFrameBuffer *target_buffer; /* next target to render to */
struct GPUTexture *final_tx; /* Final color to transform to display color space. */
diff --git a/source/blender/draw/engines/overlay/overlay_grid.cc b/source/blender/draw/engines/overlay/overlay_grid.cc
index 0cffa528219..e31c40fff41 100644
--- a/source/blender/draw/engines/overlay/overlay_grid.cc
+++ b/source/blender/draw/engines/overlay/overlay_grid.cc
@@ -144,8 +144,8 @@ void OVERLAY_grid_init(OVERLAY_Data *vedata)
zneg_flag = zpos_flag;
- /* Persp : If camera is below floor plane, we switch clipping
- * Ortho : If eye vector is looking up, we switch clipping */
+ /* Perspective: If camera is below floor plane, we switch clipping.
+ * Orthographic: If eye vector is looking up, we switch clipping. */
if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) ||
((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) {
zpos_flag |= CLIP_ZPOS;