diff options
author | Campbell Barton <ideasman42@gmail.com> | 2008-05-13 01:12:10 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2008-05-13 01:12:10 +0400 |
commit | ac71783e8dccdb42afb8e68ae077902185bb42c0 (patch) | |
tree | 6b2040e52c8f372714a69e89ad1f30cd368d5604 /source/blender/render | |
parent | a0cd3d67ed6d26abbba98e85511448d808e3c275 (diff) |
last commit had a typo, also adjusted teh and colour instances
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/intern/source/rayshade.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c index 6aee1d2a883..8fd07001bd1 100644 --- a/source/blender/render/intern/source/rayshade.c +++ b/source/blender/render/intern/source/rayshade.c @@ -384,7 +384,7 @@ static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr) static void ray_fadeout_endcolor(float *col, ShadeInput *origshi, ShadeInput *shi, ShadeResult *shr, Isect *isec, float *vec) { - /* un-intersected rays get either rendered material colour or sky colour */ + /* un-intersected rays get either rendered material color or sky color */ if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOMAT) { VECCOPY(col, shr->combined); } else if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOSKY) { @@ -397,7 +397,7 @@ static void ray_fadeout_endcolor(float *col, ShadeInput *origshi, ShadeInput *sh static void ray_fadeout(Isect *is, ShadeInput *shi, float *col, float *blendcol, float dist_mir) { - /* if fading out, linear blend against fade colour */ + /* if fading out, linear blend against fade color */ float blendfac; blendfac = 1.0 - VecLenf(shi->co, is->start)/dist_mir; @@ -544,8 +544,8 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, flo if (dist_mir > 0.0) { float blendcol[3]; - /* max ray distance set, but found an intersection, so fade this colour - * out towards the sky/material colour for a smooth transition */ + /* max ray distance set, but found an intersection, so fade this color + * out towards the sky/material color for a smooth transition */ ray_fadeout_endcolor(blendcol, origshi, &shi, origshr, &isec, vec); ray_fadeout(&isec, &shi, col, blendcol, dist_mir); } |