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authorCampbell Barton <ideasman42@gmail.com>2019-08-17 21:11:50 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-17 21:26:34 +0300
commitb1959a96a2b54e9a425147f4ce3c3806c43c7188 (patch)
tree6243a6cc9e8aa0641f0ae5ba50326378b2fa7c38 /source/blender/draw/intern/draw_cache_extract_mesh.c
parent2aef1347f933720fd1053e2e0f20a37bdb24e169 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/intern/draw_cache_extract_mesh.c')
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 098ce8642b8..5b56067d355 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -3790,7 +3790,7 @@ static void *extract_select_idx_init(const MeshRenderData *mr, void *buf)
return vbo->data;
}
-/* TODO Use glVertexID to get loop index and use the data structure on the CPU to retreive the
+/* TODO Use glVertexID to get loop index and use the data structure on the CPU to retrieve the
* select element associated with this loop ID. This would remove the need for this separate index
* VBOs. We could upload the p/e/v_origindex as a buffer texture and sample it inside the shader to
* output original index. */