diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-08-17 21:11:50 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-08-17 21:26:34 +0300 |
commit | b1959a96a2b54e9a425147f4ce3c3806c43c7188 (patch) | |
tree | 6243a6cc9e8aa0641f0ae5ba50326378b2fa7c38 /source/blender/draw/intern | |
parent | 2aef1347f933720fd1053e2e0f20a37bdb24e169 (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_cache_extract_mesh.c | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_hair.c | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_shader.c | 2 |
4 files changed, 4 insertions, 4 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. */ diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index fa1f1f2aab4..44ed01c47aa 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -253,7 +253,7 @@ void DRW_hair_update(void) * On some system it crashes (see T58489) and on some other it renders garbage (see T60171). * * So instead of using transform feedback we render to a texture, - * readback the result to system memory and reupload as VBO data. + * read back the result to system memory and re-upload as VBO data. * It is really not ideal performance wise, but it is the simplest * and the most local workaround that still uses the power of the GPU. */ diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 288f291561e..72fcb9ac968 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1955,7 +1955,7 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph) DRW_opengl_context_enable(); } - /* IMPORTANT: We dont support immediate mode in render mode! + /* IMPORTANT: We don't support immediate mode in render mode! * This shall remain in effect until immediate mode supports * multiple threads. */ diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index d0aa6d55c03..9c34cdbac3b 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -178,7 +178,7 @@ static void drw_deferred_shader_compilation_free(void *custom_data) static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) { - /* Do not deferre the compilation if we are rendering for image. + /* Do not defer the compilation if we are rendering for image. * deferred rendering is only possible when `evil_C` is available */ if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION || !deferred) { |