diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-03-12 04:24:15 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2020-03-12 04:34:54 +0300 |
commit | 1aebcdbb3a75b8c59ea211bb1ea6cc8573b0ea0f (patch) | |
tree | d4bff59a4d7e46fc333078bebe6bdd9ffcca6d0f /source/blender/draw | |
parent | 74855969e7b5fd8da71cc62057a0ce8eb3f528f8 (diff) |
Cleanup: spelling, clang-format
Diffstat (limited to 'source/blender/draw')
6 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c index e77a0a143a9..0395f6890bd 100644 --- a/source/blender/draw/engines/overlay/overlay_outline.c +++ b/source/blender/draw/engines/overlay/overlay_outline.c @@ -33,7 +33,7 @@ #include "overlay_private.h" -/* Returns the normal plane in ndc space. */ +/* Returns the normal plane in NDC space. */ static void gpencil_depth_plane(Object *ob, float r_plane[4]) { /* TODO put that into private data. */ @@ -42,11 +42,11 @@ static void gpencil_depth_plane(Object *ob, float r_plane[4]) float *camera_z_axis = viewinv[2]; float *camera_pos = viewinv[3]; - /* Find the normal most likely to represent the gpObject. */ + /* Find the normal most likely to represent the grease pencil object. */ /* TODO: This does not work quite well if you use * strokes not aligned with the object axes. Maybe we could try to * compute the minimum axis of all strokes. But this would be more - * computationaly heavy and should go into the GPData evaluation. */ + * computationally heavy and should go into the GPData evaluation. */ BoundBox *bbox = BKE_object_boundbox_get(ob); /* Convert bbox to matrix */ float mat[4][4], size[3], center[3]; diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c index 6a8f77699bc..3cd21dfeace 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c @@ -354,7 +354,7 @@ bool workbench_antialiasing_setup(WORKBENCH_Data *vedata) } else { /* TAA is not making a big change to the matrices. - * Reuse the main view culling by creating a subview. */ + * Reuse the main view culling by creating a sub-view. */ wpd->view = DRW_view_create_sub(default_view, viewmat, winmat); } DRW_view_set_active(wpd->view); diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 8aa37c6b9fc..9716ccd4b44 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -23,7 +23,7 @@ * * We use a gather approach by sampling a lowres version of the color buffer. * The process can be summarized like this: - * - downsample the color buffer using a COC (Circle of Confusion) aware downsample algo. + * - down-sample the color buffer using a COC (Circle of Confusion) aware down-sample algorithm. * - do a gather pass using the COC computed in the previous pass. * - do a median filter to reduce noise amount. * - composite on top of main color buffer. diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c index abb76550b96..08511ca092c 100644 --- a/source/blender/draw/engines/workbench/workbench_opaque.c +++ b/source/blender/draw/engines/workbench/workbench_opaque.c @@ -19,7 +19,7 @@ /** \file * \ingroup draw_engine * - * Opaque Pieline: + * Opaque Pipeline: * * Use deferred shading to render opaque surfaces. * This decouple the shading cost from scene complexity. diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c index 8da75942944..efd0ad9134e 100644 --- a/source/blender/draw/engines/workbench/workbench_shadow.c +++ b/source/blender/draw/engines/workbench/workbench_shadow.c @@ -23,7 +23,7 @@ * * Use stencil shadow buffer to cast a sharp shadow over opaque surfaces. * - * After the main prepass we render shadow volumes using custom depth & stencil states to + * After the main pre-pass we render shadow volumes using custom depth & stencil states to * set the stencil of shadowed area to anything but 0. * * Then the shading pass will shade the areas with stencil not equal 0 differently. @@ -364,4 +364,4 @@ void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const boo #endif } } -}
\ No newline at end of file +} diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c index 1e1b751f80d..39aa721a41c 100644 --- a/source/blender/draw/engines/workbench/workbench_transparent.c +++ b/source/blender/draw/engines/workbench/workbench_transparent.c @@ -19,15 +19,15 @@ /** \file * \ingroup draw_engine * - * Transparent Pieline: + * Transparent Pipeline: * - * Use Weight Blended Order Independant Transparency to render transparent surfaces. + * Use Weight Blended Order Independent Transparency to render transparent surfaces. * * The rendering is broken down in two passes: * - the accumulation pass where we render all the surfaces and accumulate all the weights. - * - the resolve pass where we divide the accumulated infos by the weights. + * - the resolve pass where we divide the accumulated information by the weights. * - * An additional rerender of the transparent surfaces is sometime done in order to have their + * An additional re-render of the transparent surfaces is sometime done in order to have their * correct depth and object ids correctly written. */ @@ -177,4 +177,4 @@ void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data) DRW_draw_pass(psl->transp_accum_infront_ps); } } -}
\ No newline at end of file +} |