diff options
author | Campbell Barton <campbell@blender.org> | 2022-09-19 07:47:27 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-09-19 07:52:27 +0300 |
commit | 6424fbca949e90991b0d6056b482b5ab6ba1fd11 (patch) | |
tree | 15293ec98673a1b07c70a62fae6621d70ae31f07 /source/blender/draw | |
parent | 4baa6e57bd4240e0dab1e2a1b426698ca4d593bc (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_antialiasing.c | 4 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c index 780915b7fc4..5bdc1096edc 100644 --- a/source/blender/draw/engines/overlay/overlay_antialiasing.c +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -34,8 +34,8 @@ * - Works without geometry shader. * - Can inflate line thickness. * - Coverage is very close to perfect and can even be filtered (Blackman-Harris, gaussian). - * - Wires can "bleed" / overlap non-line objects since the filter is in screenspace. - * - Only uses one additional lightweight fullscreen buffer (compared to MSAA/SMAA). + * - Wires can "bleed" / overlap non-line objects since the filter is in screen-space. + * - Only uses one additional lightweight full-screen buffer (compared to MSAA/SMAA). * - No convergence time (compared to TAA). */ diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 9761aa8c789..e1bee89db60 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1504,7 +1504,7 @@ void DRW_draw_callbacks_post_scene(void) DRW_draw_region_info(); - /* annotations - temporary drawing buffer (screenspace) */ + /* Annotations - temporary drawing buffer (screen-space). */ /* XXX: Or should we use a proper draw/overlay engine for this case? */ if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) { GPU_depth_test(GPU_DEPTH_NONE); |