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authorCampbell Barton <ideasman42@gmail.com>2008-05-13 01:12:10 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-05-13 01:12:10 +0400
commitac71783e8dccdb42afb8e68ae077902185bb42c0 (patch)
tree6b2040e52c8f372714a69e89ad1f30cd368d5604 /source/blender/render
parenta0cd3d67ed6d26abbba98e85511448d808e3c275 (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.c8
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);
}