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authorCampbell Barton <campbell@blender.org>2022-06-01 08:11:56 +0300
committerCampbell Barton <campbell@blender.org>2022-06-01 08:38:48 +0300
commit4cab98f8be2712664d6e0f76aa06bfbab9f37204 (patch)
tree9e8e7c63135d80eff633872afad11c7786700bc4 /source/blender/draw
parent0f29f2c3e630a9f092bf02fd4669d27aef4b5921 (diff)
Cleanup: spelling in comments, use doxy sections
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_subdivision.cc8
2 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 0a7c8e185c4..a978d6fe75e 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -671,7 +671,7 @@ typedef struct EEVEE_HairMotionData {
/** Allocator will alloc enough slot for all particle systems. Or 1 if it's a curves object. */
int psys_len;
struct {
- /* The vbos and textures are not owned. */
+ /* The VBO's and textures are not owned. */
EEVEE_HairMotionStepData step_data[2]; /* Data for time = t +/- step. */
} psys[0];
} EEVEE_HairMotionData;
diff --git a/source/blender/draw/intern/draw_cache_impl_subdivision.cc b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
index f94a3f0b9d8..99da06aa6b1 100644
--- a/source/blender/draw/intern/draw_cache_impl_subdivision.cc
+++ b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
@@ -781,7 +781,7 @@ struct DRWCacheBuildingContext {
DRWSubdivCache *cache;
- /* Pointers into DRWSubdivCache buffers for easier access during traversal. */
+ /* Pointers into #DRWSubdivCache buffers for easier access during traversal. */
CompressedPatchCoord *patch_coords;
int *subdiv_loop_vert_index;
int *subdiv_loop_subdiv_vert_index;
@@ -793,9 +793,9 @@ struct DRWCacheBuildingContext {
int *vert_origindex_map;
int *edge_origindex_map;
- /* Origindex layers from the mesh to directly look up during traversal the origindex from the
- * base mesh for edit data so that we do not have to handle yet another GPU buffer and do this in
- * the shaders. */
+ /* #CD_ORIGINDEX layers from the mesh to directly look up during traversal the original-index
+ from the base mesh for edit data so that we do not have to handle yet another GPU buffer and
+ do this in the shaders. */
const int *v_origindex;
const int *e_origindex;
};