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author | Campbell Barton <ideasman42@gmail.com> | 2019-06-16 06:37:21 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-06-17 01:05:58 +0300 |
commit | e85635b8825f9ca52a43408b58c5f66c4e3742e6 (patch) | |
tree | c14178aa0b479f3921d26fb980d1f15b8c0faa89 /source/blender/draw/modes | |
parent | 40a8c4908818bdf1c4628a389803a9a26e2d68f1 (diff) |
Cleanup: comment spelling
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r-- | source/blender/draw/modes/edit_mesh_mode.c | 6 |
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; |