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authorCampbell Barton <ideasman42@gmail.com>2019-08-17 21:11:50 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-17 21:26:34 +0300
commitb1959a96a2b54e9a425147f4ce3c3806c43c7188 (patch)
tree6243a6cc9e8aa0641f0ae5ba50326378b2fa7c38 /source/blender/draw
parent2aef1347f933720fd1053e2e0f20a37bdb24e169 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c2
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c2
-rw-r--r--source/blender/draw/intern/draw_hair.c2
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c2
7 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 93521c71127..0ca1e0b2858 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -509,7 +509,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le
}
/**
- * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
+ * Simple down-sampling algorithm for cubemap. Reconstruct mip chain up to mip level.
*/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
@@ -580,7 +580,7 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
/* NOTE: Lookdev drawing happens before TAA but after
* motion blur and dof to avoid distortions.
* Velocity resolve use a hack to exclude lookdev
- * spheres from creating shimering reprojection vectors. */
+ * spheres from creating shimmering re-projection vectors. */
EEVEE_lookdev_draw(vedata);
EEVEE_velocity_resolve(vedata);
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 2026b44fe87..8b1309e8537 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1213,7 +1213,7 @@ void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
DRW_draw_pass(psl->probe_visibility_compute);
}
-/* Actually a simple downsampling */
+/* Actually a simple down-sampling. */
static void downsample_planar(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index c15872b31fa..0bfc23b8354 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -779,7 +779,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
/**
* Special ball distribution:
- * Point are distributed in a way that when they are orthogonaly
+ * Point are distributed in a way that when they are orthogonally
* projected into any plane, the resulting distribution is (close to)
* a uniform disc distribution.
*/
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 098ce8642b8..5b56067d355 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -3790,7 +3790,7 @@ static void *extract_select_idx_init(const MeshRenderData *mr, void *buf)
return vbo->data;
}
-/* TODO Use glVertexID to get loop index and use the data structure on the CPU to retreive the
+/* TODO Use glVertexID to get loop index and use the data structure on the CPU to retrieve the
* select element associated with this loop ID. This would remove the need for this separate index
* VBOs. We could upload the p/e/v_origindex as a buffer texture and sample it inside the shader to
* output original index. */
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index fa1f1f2aab4..44ed01c47aa 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -253,7 +253,7 @@ void DRW_hair_update(void)
* On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
*
* So instead of using transform feedback we render to a texture,
- * readback the result to system memory and reupload as VBO data.
+ * read back the result to system memory and re-upload as VBO data.
* It is really not ideal performance wise, but it is the simplest
* and the most local workaround that still uses the power of the GPU.
*/
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 288f291561e..72fcb9ac968 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1955,7 +1955,7 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
DRW_opengl_context_enable();
}
- /* IMPORTANT: We dont support immediate mode in render mode!
+ /* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index d0aa6d55c03..9c34cdbac3b 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -178,7 +178,7 @@ static void drw_deferred_shader_compilation_free(void *custom_data)
static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
{
- /* Do not deferre the compilation if we are rendering for image.
+ /* Do not defer the compilation if we are rendering for image.
* deferred rendering is only possible when `evil_C` is available */
if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION ||
!deferred) {