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authorCampbell Barton <ideasman42@gmail.com>2019-06-16 06:37:21 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-06-17 01:05:58 +0300
commite85635b8825f9ca52a43408b58c5f66c4e3742e6 (patch)
treec14178aa0b479f3921d26fb980d1f15b8c0faa89 /source/blender/draw/modes/edit_mesh_mode.c
parent40a8c4908818bdf1c4628a389803a9a26e2d68f1 (diff)
Cleanup: comment spelling
Diffstat (limited to 'source/blender/draw/modes/edit_mesh_mode.c')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 8365a7f1b72..eca60c291fe 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -226,9 +226,9 @@ static void EDIT_MESH_engine_init(void *vedata)
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_mesh_overlay_common_lib_glsl);
- /* Use geometry shader to draw edge wireframe. This ensure us
- * the same result accross platforms and more flexibility. But
- * we pay the cost of running a geometry shader.
+ /* Use geometry shader to draw edge wire-frame. This ensure us
+ * the same result across platforms and more flexibility.
+ * But we pay the cost of running a geometry shader.
* In the future we might consider using only the vertex shader
* and loading data manually with buffer textures. */
const bool use_geom_shader = true;