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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_antialiasing.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
index 8c50bfac908..751c6dc7016 100644
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c
@@ -39,10 +39,10 @@
*
* This technique has one major shortcoming compared to MSAA:
* - It handles (initial) partial visibility poorly (because of single sample). This makes
- * overlaping / crossing wires a bit too thin at their intersection.
+ * overlapping / crossing wires a bit too thin at their intersection.
* Wireframe meshes overlaid over solid meshes can have half of the edge missing due to
* z-fighting (this has workaround).
- * Another manifestation of this, is fickering of really dense wireframe if using small
+ * Another manifestation of this, is flickering of really dense wireframe if using small
* line thickness (also has workaround).
*
* The pros of this approach are many: