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Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_curve_mode.c2
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c2
-rw-r--r--source/blender/draw/modes/object_mode.c12
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl2
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl6
5 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c
index e3c120e80cb..e68e03c2438 100644
--- a/source/blender/draw/modes/edit_curve_mode.c
+++ b/source/blender/draw/modes/edit_curve_mode.c
@@ -335,7 +335,7 @@ static void EDIT_CURVE_draw_scene(void *vedata)
MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl);
}
- /* Thoses passes don't write to depth and are AA'ed using other tricks. */
+ /* These passes don't write to depth and are AA'ed using other tricks. */
DRW_draw_pass(psl->overlay_edge_pass);
DRW_draw_pass(psl->overlay_vert_pass);
}
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 272aa552d38..f0e35e47a66 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -371,7 +371,7 @@ static void edit_mesh_create_overlay_passes(float face_alpha,
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
- /* Cage geom needs to be offseted to avoid Z-fighting. */
+ /* Cage geom needs to be offsetted to avoid Z-fighting. */
passes->faces_cage = DRW_pass_create("Edit Mesh Faces Cage", DRW_STATE_WRITE_COLOR | statemod);
grp = shgrps->faces_cage = DRW_shgroup_create(face_sh, passes->faces_cage);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 9fc11e4f36f..148a4951dc6 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1242,7 +1242,7 @@ static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
unit_m4(win_m4_scale);
unit_m4(win_m4_translate);
unit_m4(scale_m4);
- axis_angle_to_mat4_single(rot_m4, 'Z', bgpic->rotation);
+ axis_angle_to_mat4_single(rot_m4, 'Z', -bgpic->rotation);
unit_m4(translate_m4);
const float *size = DRW_viewport_size_get();
@@ -1256,7 +1256,7 @@ static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
if (!DRW_state_is_image_render()) {
rctf render_border;
- ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &render_border, true);
+ ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &render_border, false);
camera_width = render_border.xmax - render_border.xmin;
camera_height = render_border.ymax - render_border.ymin;
camera_aspect = camera_width / camera_height;
@@ -1311,9 +1311,9 @@ static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
scale_m4[0][0] = scale_x;
scale_m4[1][1] = scale_y;
- // translate
- translate_m4[3][0] = bgpic->offset[0];
- translate_m4[3][1] = bgpic->offset[1];
+ /* Translate, using coordinates that aren't squashed by the aspect. */
+ translate_m4[3][0] = bgpic->offset[0] * 2.0f * max_ff(1.0f, 1.0f / camera_aspect);
+ translate_m4[3][1] = bgpic->offset[1] * 2.0f * max_ff(1.0f, camera_aspect);
mul_m4_series(bg_data->transform_mat,
win_m4_translate,
@@ -2862,7 +2862,7 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
DRWCallBuffer *buf = buffer_theme_id_to_probe_cube_outline_shgrp(
stl, theme_id, ob->base_flag);
- /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
+ /* TODO remove or change the drawing of the cube probes. This line draws nothing on purpose
* to keep the call ids correct. */
zero_m4(probe_cube_mat);
DRW_buffer_add_entry(buf, call_id, &draw_size, probe_cube_mat);
diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl
index 3cc6ac9a5a4..f75ef06b6d9 100644
--- a/source/blender/draw/modes/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_globals_lib.glsl
@@ -83,7 +83,7 @@ layout(std140) uniform globalsBlock
float pad_globalsBlock;
};
-/* data[0] (1nd byte flags) */
+/* data[0] (1st byte flags) */
#define FACE_ACTIVE (1 << 0)
#define FACE_SELECTED (1 << 1)
#define FACE_FREESTYLE (1 << 2)
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index f9c3df34658..cbcdc947bc7 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -1,8 +1,8 @@
/**
* Library to create hairs dynamically from control points.
* This is less bandwidth intensive than fetching the vertex attributes
- * but does more ALU work per vertex. This also reduce the number
- * of data the CPU has to precompute and transfert for each update.
+ * but does more ALU work per vertex. This also reduces the amount
+ * of data the CPU has to precompute and transfer for each update.
*/
/**
@@ -44,7 +44,7 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* -- Subdivision stage -- */
/**
* We use a transform feedback to preprocess the strands and add more subdivision to it.
- * For the moment theses are simple smooth interpolation but one could hope to see the full
+ * For the moment these are simple smooth interpolation but one could hope to see the full
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.