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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/gpu/intern/gpu_texture.c
parent2aef1347f933720fd1053e2e0f20a37bdb24e169 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.c')
-rw-r--r--source/blender/gpu/intern/gpu_texture.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index dab17fcd72a..955b11036ef 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -1598,7 +1598,7 @@ void GPU_texture_generate_mipmap(GPUTexture *tex)
if (GPU_texture_depth(tex)) {
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
- * In this case we just create a complete texture with mipmaps manually without downsampling.
+ * In this case we just create a complete texture with mipmaps manually without down-sampling.
* You must initialize the texture levels using other methods like
* GPU_framebuffer_recursive_downsample(). */
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));