diff options
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_volumes.c | 10 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_data.c | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 4 |
3 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 236c845d999..cccd51bbaa0 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -370,16 +370,16 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) * * - Light Scattering : the volume properties then are sampled * and light scattering is evaluated for each cell of the - * volume texture. Temporal supersampling (if enabled) occurs here. + * volume texture. Temporal super-sampling (if enabled) occurs here. * * - Volume Integration : the scattered light and extinction is - * integrated (accumulated) along the viewrays. The result is stored + * integrated (accumulated) along the view-rays. The result is stored * for every cell in another texture. * - * - Fullscreen Resolve : From the previous stage, we get two - * 3D textures that contains integrated scatered light and extinction + * - Full-screen Resolve : From the previous stage, we get two + * 3D textures that contains integrated scattered light and extinction * for "every" positions in the frustum. We only need to sample - * them and blend the scene color with thoses factors. This also + * them and blend the scene color with those factors. This also * work for alpha blended materials. **/ diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c index 49cdab256f0..94beedc144b 100644 --- a/source/blender/draw/engines/workbench/workbench_data.c +++ b/source/blender/draw/engines/workbench/workbench_data.c @@ -70,7 +70,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd) UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high); /* XXX: Really quick conversion to avoid washed out background. - * Needs to be adressed properly (color managed using ocio). */ + * Needs to be addressed properly (color managed using ocio). */ srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high); srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low); } diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index c72e1d9fece..56c2394a731 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -783,8 +783,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (geom_shadow) { if (is_sculpt_mode) { /* Currently unsupported in sculpt mode. We could revert to the slow - * method in this case but i'm not sure if it's a good idea given that - * sculped meshes are heavy to begin with. */ + * method in this case but I'm not sure if it's a good idea given that + * sculpted meshes are heavy to begin with. */ // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat); } else { |