diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lightprobes.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index a45d69794f3..346938b19f8 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -1250,9 +1250,9 @@ static void render_scene_to_probe( /* Move to capture position */ negate_v3_v3(posmat[3], pos); - /* 1 - Render to each cubeface individually. + /* 1 - Render to each cube-face individually. * We do this instead of using geometry shader because a) it's faster, - * b) it's easier than fixing the nodetree shaders (for view dependant effects). */ + * b) it's easier than fixing the node-tree shaders (for view dependent effects). */ pinfo->layer = 0; perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend); @@ -1349,7 +1349,7 @@ static void render_scene_to_planar( EEVEE_draw_shadows(sldata, psl); /* Since we are rendering with an inverted view matrix, we need - * to invert the facing for backface culling to be the same. */ + * to invert the facing for back-face culling to be the same. */ DRW_state_invert_facing(); /* Set clipping plan */ copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset); |