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authorHans Goudey <h.goudey@me.com>2022-02-04 23:52:52 +0300
committerHans Goudey <h.goudey@me.com>2022-02-04 23:52:52 +0300
commitf79c8e25f17461bc6e8ac6deb0f0d55fc101e13c (patch)
tree57f7a957bd0f60e6bf6344fe96cec398058a9538 /source/blender/render
parentdc85776b8b62078c53cf701a4e212bc789bfdc0c (diff)
Cleanup: Grammar in comments and tooltips
- "own" -> "its own" - "it's" -> "its" - Use proper plural
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/texture_margin.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc
index b864aa64709..7aff01242e3 100644
--- a/source/blender/render/intern/texture_margin.cc
+++ b/source/blender/render/intern/texture_margin.cc
@@ -123,7 +123,7 @@ class TextureMarginMap {
void rasterize_tri(float *v1, float *v2, float *v3, uint32_t value, char *mask)
{
/* NOTE: This is not thread safe, because the value to be written by the rasterizer is
- * a class member. If this is ever made multi-threaded each thread needs to get it's own. */
+ * a class member. If this is ever made multi-threaded each thread needs to get its own. */
value_to_store_ = value;
mask_ = mask;
zspan_scanconvert(
@@ -376,7 +376,7 @@ class TextureMarginMap {
}
/**
- * Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon.
+ * Find which edge of the src_poly is closest to x,y. Look up its adjacent UV-edge and polygon.
* Then return the location of the equivalent pixel in the other polygon.
* Returns true if a new pixel location was found, false if it wasn't, which can happen if the
* margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon.
@@ -470,7 +470,7 @@ class TextureMarginMap {
float2 other_edgepoint1 = uv_to_xy(mloopuv_[other_edge]);
float2 other_edgepoint2 = uv_to_xy(mloopuv_[other_edge2]);
- /* Calculate the vector from the order edges last point to it's first point. */
+ /* Calculate the vector from the order edges last point to its first point. */
float2 other_ab = other_edgepoint1 - other_edgepoint2;
float2 other_reflect_point = other_edgepoint2 + (found_t * other_ab);
float2 perpendicular_other_ab;