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authorCampbell Barton <ideasman42@gmail.com>2021-02-17 07:04:29 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-02-17 07:04:29 +0300
commit20a6255d49aaa1ca0ad72e75be064b2c1a56353f (patch)
tree8f1ff14b1240ac2869e977c9b191d660f9cfaf67 /source/blender/gpu/opengl/gl_texture.cc
parent62592af84349629bccaa1c81df7965f4deb39fd4 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/gpu/opengl/gl_texture.cc')
-rw-r--r--source/blender/gpu/opengl/gl_texture.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc
index ef38e964c7b..51cfcd20a6c 100644
--- a/source/blender/gpu/opengl/gl_texture.cc
+++ b/source/blender/gpu/opengl/gl_texture.cc
@@ -297,15 +297,15 @@ void GLTexture::update_sub(
void GLTexture::generate_mipmap()
{
this->ensure_mipmaps(9999);
- /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
+ /* 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
* down-sampling. You must initialize the texture levels using other methods like
- * GPU_framebuffer_recursive_downsample(). */
+ * #GPU_framebuffer_recursive_downsample(). */
if (format_flag_ & GPU_FORMAT_DEPTH) {
return;
}
- /* Downsample from mip 0 using implementation. */
+ /* Down-sample from mip 0 using implementation. */
if (GLContext::direct_state_access_support) {
glGenerateTextureMipmap(tex_id_);
}