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authorCampbell Barton <ideasman42@gmail.com>2018-09-18 09:35:13 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-09-18 09:35:13 +0300
commit5ae531d813ec105b91c5f7ef04c90f58b3d4c1e6 (patch)
treefcdaaa76c611d4fbb5670698f53e9cb4ac689c1e /source/blender/draw
parentd421adb83e8d39bd9d74ea3d526326b70e93c341 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c10
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c4
3 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 236c845d999..cccd51bbaa0 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -370,16 +370,16 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
*
* - Light Scattering : the volume properties then are sampled
* and light scattering is evaluated for each cell of the
- * volume texture. Temporal supersampling (if enabled) occurs here.
+ * volume texture. Temporal super-sampling (if enabled) occurs here.
*
* - Volume Integration : the scattered light and extinction is
- * integrated (accumulated) along the viewrays. The result is stored
+ * integrated (accumulated) along the view-rays. The result is stored
* for every cell in another texture.
*
- * - Fullscreen Resolve : From the previous stage, we get two
- * 3D textures that contains integrated scatered light and extinction
+ * - Full-screen Resolve : From the previous stage, we get two
+ * 3D textures that contains integrated scattered light and extinction
* for "every" positions in the frustum. We only need to sample
- * them and blend the scene color with thoses factors. This also
+ * them and blend the scene color with those factors. This also
* work for alpha blended materials.
**/
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 49cdab256f0..94beedc144b 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -70,7 +70,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
- * Needs to be adressed properly (color managed using ocio). */
+ * Needs to be addressed properly (color managed using ocio). */
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
}
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index c72e1d9fece..56c2394a731 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -783,8 +783,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (geom_shadow) {
if (is_sculpt_mode) {
/* Currently unsupported in sculpt mode. We could revert to the slow
- * method in this case but i'm not sure if it's a good idea given that
- * sculped meshes are heavy to begin with. */
+ * method in this case but I'm not sure if it's a good idea given that
+ * sculpted meshes are heavy to begin with. */
// DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
}
else {