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Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate_private.hh')
-rw-r--r--source/blender/gpu/intern/gpu_immediate_private.hh8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate_private.hh b/source/blender/gpu/intern/gpu_immediate_private.hh
index 9fcbe2bdc0b..98399897ea9 100644
--- a/source/blender/gpu/intern/gpu_immediate_private.hh
+++ b/source/blender/gpu/intern/gpu_immediate_private.hh
@@ -34,7 +34,7 @@ namespace blender::gpu {
class Immediate {
public:
- /** Pointer to the mapped buffer data for the currect vertex. */
+ /** Pointer to the mapped buffer data for the current vertex. */
uchar *vertex_data = NULL;
/** Current vertex index. */
uint vertex_idx = 0;
@@ -49,10 +49,10 @@ class Immediate {
GPUPrimType prim_type = GPU_PRIM_NONE;
GPUVertFormat vertex_format = {};
GPUShader *shader = NULL;
- /** Enforce strict vertex count (disabled when using immBeginAtMost). */
+ /** Enforce strict vertex count (disabled when using #immBeginAtMost). */
bool strict_vertex_len = true;
- /** Batch in construction when using immBeginBatch. */
+ /** Batch in construction when using #immBeginBatch. */
GPUBatch *batch = NULL;
/** Wide Line workaround. */
@@ -61,7 +61,7 @@ class Immediate {
GPUShader *prev_shader = NULL;
/** Builtin shader index. Used to test if the workaround can be done. */
eGPUBuiltinShader builtin_shader_bound = GPU_SHADER_TEXT;
- /** Uniform color: Kept here to update the wideline shader just before immBegin. */
+ /** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
float uniform_color[4];
public: