Cleanup: spelling
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@@ -370,16 +370,16 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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*
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* - Light Scattering : the volume properties then are sampled
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* and light scattering is evaluated for each cell of the
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* volume texture. Temporal supersampling (if enabled) occurs here.
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* volume texture. Temporal super-sampling (if enabled) occurs here.
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*
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* - Volume Integration : the scattered light and extinction is
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* integrated (accumulated) along the viewrays. The result is stored
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* integrated (accumulated) along the view-rays. The result is stored
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* for every cell in another texture.
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*
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* - Fullscreen Resolve : From the previous stage, we get two
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* 3D textures that contains integrated scatered light and extinction
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* - Full-screen Resolve : From the previous stage, we get two
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* 3D textures that contains integrated scattered light and extinction
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* for "every" positions in the frustum. We only need to sample
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* them and blend the scene color with thoses factors. This also
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* them and blend the scene color with those factors. This also
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* work for alpha blended materials.
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**/
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@@ -70,7 +70,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
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UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
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/* XXX: Really quick conversion to avoid washed out background.
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* Needs to be adressed properly (color managed using ocio). */
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* Needs to be addressed properly (color managed using ocio). */
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srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
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srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
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}
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@@ -783,8 +783,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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if (geom_shadow) {
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if (is_sculpt_mode) {
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/* Currently unsupported in sculpt mode. We could revert to the slow
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* method in this case but i'm not sure if it's a good idea given that
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* sculped meshes are heavy to begin with. */
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* method in this case but I'm not sure if it's a good idea given that
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* sculpted meshes are heavy to begin with. */
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// DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
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}
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else {
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@@ -1757,7 +1757,7 @@ void ED_gpencil_draw_view3d(
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}
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if ((wm == NULL) || ED_screen_animation_playing(wm)) {
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/* don't show onionskins during animation playback/scrub (i.e. it obscures the poses)
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/* don't show onion-skins during animation playback/scrub (i.e. it obscures the poses)
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* OpenGL Renders (i.e. final output), or depth buffer (i.e. not real strokes)
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*/
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dflag |= GP_DRAWDATA_NO_ONIONS;
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@@ -37,6 +37,6 @@ bool ED_gizmo_poll_or_unlink_delayed_from_operator(
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/** Use this as poll function directly for: #wmGizmoGroupType.poll */
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bool ED_gizmo_poll_or_unlink_delayed_from_tool(
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const bContext *C, struct wmGizmoGroupType *gzgt);
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const struct bContext *C, struct wmGizmoGroupType *gzgt);
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#endif /* __ED_GIZMO_UTILS_H__ */
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@@ -28,7 +28,6 @@
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* \ingroup edutil
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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@@ -19,7 +19,7 @@
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*/
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/** \file select_utils.c
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* \ingroup editors
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* \ingroup edutil
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*/
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#include "BLI_utildefines.h"
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