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Diffstat (limited to 'source/blender/gpu/opengl')
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.cc2
-rw-r--r--source/blender/gpu/opengl/gl_immediate.cc2
-rw-r--r--source/blender/gpu/opengl/gl_texture.cc4
3 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc
index 920dac407d7..e87b22985bd 100644
--- a/source/blender/gpu/opengl/gl_framebuffer.cc
+++ b/source/blender/gpu/opengl/gl_framebuffer.cc
@@ -86,7 +86,7 @@ GLFrameBuffer::~GLFrameBuffer()
/* Restore default frame-buffer if this frame-buffer was bound. */
if (context_->active_fb == this && context_->back_left != this) {
/* If this assert triggers it means the frame-buffer is being freed while in use by another
- * context which, by the way, is TOTALLY UNSAFE!!! */
+ * context which, by the way, is TOTALLY UNSAFE! */
BLI_assert(context_ == Context::get());
GPU_framebuffer_restore();
}
diff --git a/source/blender/gpu/opengl/gl_immediate.cc b/source/blender/gpu/opengl/gl_immediate.cc
index 63e3162944d..2f7fa5a78fc 100644
--- a/source/blender/gpu/opengl/gl_immediate.cc
+++ b/source/blender/gpu/opengl/gl_immediate.cc
@@ -155,7 +155,7 @@ void GLImmediate::end()
GLContext::get()->state_manager->apply_state();
/* We convert the offset in vertex offset from the buffer's start.
- * This works because we added some padding to align the first vertex vertex. */
+ * This works because we added some padding to align the first vertex vertex. */
uint v_first = buffer_offset() / vertex_format.stride;
GLVertArray::update_bindings(
vao_id_, v_first, &vertex_format, reinterpret_cast<Shader *>(shader)->interface);
diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc
index e2478a9976c..ddc45a6a904 100644
--- a/source/blender/gpu/opengl/gl_texture.cc
+++ b/source/blender/gpu/opengl/gl_texture.cc
@@ -79,7 +79,7 @@ bool GLTexture::init_internal()
target_ = to_gl_target(type_);
- /* We need to bind once to define the texture type. */
+ /* We need to bind once to define the texture type. */
GLContext::state_manager_active_get()->texture_bind_temp(this);
if (!this->proxy_check(0)) {
@@ -106,7 +106,7 @@ bool GLTexture::init_internal(GPUVertBuf *vbo)
GLVertBuf *gl_vbo = static_cast<GLVertBuf *>(unwrap(vbo));
target_ = to_gl_target(type_);
- /* We need to bind once to define the texture type. */
+ /* We need to bind once to define the texture type. */
GLContext::state_manager_active_get()->texture_bind_temp(this);
GLenum internal_format = to_gl_internal_format(format_);