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Diffstat (limited to 'source/blender/gpu/opengl/gl_framebuffer.cc')
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc
index 60b7a6b45cf..133d56a075d 100644
--- a/source/blender/gpu/opengl/gl_framebuffer.cc
+++ b/source/blender/gpu/opengl/gl_framebuffer.cc
@@ -168,9 +168,9 @@ void GLFrameBuffer::update_attachments(void)
/* First color texture OR the depth texture if no color is attached.
* Used to determine frame-buffer color-space and dimensions. */
- GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT;
+ GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
/* NOTE: Inverse iteration to get the first color texture. */
- for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) {
+ for (GPUAttachmentType type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; --type) {
GPUAttachment &attach = attachments_[type];
GLenum gl_attachment = to_gl(type);
@@ -178,7 +178,7 @@ void GLFrameBuffer::update_attachments(void)
gl_attachments_[type - GPU_FB_COLOR_ATTACHMENT0] = (attach.tex) ? gl_attachment : GL_NONE;
first_attachment = (attach.tex) ? type : first_attachment;
}
- else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) {
+ else if (first_attachment == GPU_FB_MAX_ATTACHMENT) {
/* Only use depth texture to get information if there is no color attachment. */
first_attachment = (attach.tex) ? type : first_attachment;
}
@@ -226,7 +226,7 @@ void GLFrameBuffer::update_attachments(void)
}
}
- if (first_attachment != GPU_FB_MAX_ATTACHEMENT) {
+ if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attach = attachments_[first_attachment];
int size[3];
GPU_texture_get_mipmap_size(attach.tex, attach.mip, size);
@@ -371,7 +371,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
* all attachments.
* TODO(fclem) fix this insecurity? */
int type = GPU_FB_COLOR_ATTACHMENT0;
- for (int i = 0; type < GPU_FB_MAX_ATTACHEMENT; i++, type++) {
+ for (int i = 0; type < GPU_FB_MAX_ATTACHMENT; i++, type++) {
if (attachments_[type].tex != NULL) {
glClearBufferfv(GL_COLOR, i, clear_cols[i]);
}