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Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/intern/draw_cache.c2
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c6
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index bad4b55eb1a..520932bc429 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -4001,7 +4001,7 @@ GPUBatch *DRW_cache_cursor_get(bool crosshair_lines)
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Batch Cache Impl. common
+/** \name Batch Cache Implementation (common)
* \{ */
void drw_batch_cache_validate(Object *ob)
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index e735554b1f2..098ce8642b8 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -919,7 +919,7 @@ static void *extract_lines_adjacency_init(const MeshRenderData *mr, void *UNUSED
{
/* Similar to poly_to_tri_count().
* There is always loop + tri - 1 edges inside a polygon.
- * Cummulate for all polys and you get : */
+ * Accumulate for all polys and you get : */
uint tess_edge_len = mr->loop_len + mr->tri_len - mr->poly_len;
size_t vert_to_loop_size = sizeof(uint) * mr->vert_len;
@@ -1859,8 +1859,8 @@ static void *extract_orco_init(const MeshRenderData *mr, void *buf)
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
/* FIXME(fclem): We use the last component as a way to differentiate from generic vertex
- * attribs. This is a substential waste of Vram and should be done another way.
- * Unfortunately, at the time of writting, I did not found any other "non disruptive"
+ * attribs. This is a substantial waste of Vram and should be done another way.
+ * Unfortunately, at the time of writing, I did not found any other "non disruptive"
* alternative. */
GPU_vertformat_attr_add(&format, "orco", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}