From 5ae531d813ec105b91c5f7ef04c90f58b3d4c1e6 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 18 Sep 2018 16:35:13 +1000 Subject: Cleanup: spelling --- source/blender/draw/engines/eevee/eevee_volumes.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c') 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. **/ -- cgit v1.2.3