Cleanup: spelling in comments
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@@ -313,15 +313,15 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *framebuffer, char err_out[256])
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Empty framebuffer
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/** \name Empty frame-buffer
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*
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* An empty framebuffer is a framebuffer with no attachments. This allow to rasterize geometry
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* An empty frame-buffer is a frame-buffer with no attachments. This allow to rasterize geometry
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* without creating any dummy attachments and write some computation results using other means
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* (SSBOs, Images).
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* \{ */
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/**
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* Default size is used if the framebuffer contains no attachments.
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* Default size is used if the frame-buffer contains no attachments.
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* It needs to be re-specified each time an attachment is added.
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*/
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void GPU_framebuffer_default_size(GPUFrameBuffer *framebuffer, int width, int height);
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@@ -349,7 +349,7 @@ void GPU_framebuffer_viewport_set(
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void GPU_framebuffer_viewport_get(GPUFrameBuffer *framebuffer, int r_viewport[4]);
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/**
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* Reset a framebuffer viewport bounds to its attachment(s) size.
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* Reset a frame-buffer viewport bounds to its attachment(s) size.
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* \note Viewport and scissor size is stored per frame-buffer.
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*/
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void GPU_framebuffer_viewport_reset(GPUFrameBuffer *framebuffer);
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@@ -361,7 +361,7 @@ void GPU_framebuffer_viewport_reset(GPUFrameBuffer *framebuffer);
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* \{ */
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/**
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* Clear the framebuffer attachments.
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* Clear the frame-buffer attachments.
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* \a buffers controls the types of attachments to clear. Setting GPU_COLOR_BIT will clear *all*
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* the color attachment.
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* Each attachment gets cleared to the value of its type:
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@@ -438,19 +438,19 @@ void GPU_framebuffer_clear_color_depth_stencil(GPUFrameBuffer *fb,
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void GPU_framebuffer_multi_clear(GPUFrameBuffer *framebuffer, const float (*clear_colors)[4]);
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/**
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* Clear all color attachment textures of the active framebuffer with the given red, green, blue,
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* Clear all color attachment textures of the active frame-buffer with the given red, green, blue,
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* alpha values.
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* \note `GPU_write_mask`, and stencil test do not affect this command.
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* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit framebuffer.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit frame-buffer.
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*/
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void GPU_clear_color(float red, float green, float blue, float alpha);
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/**
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* Clear the depth attachment texture of the active framebuffer with the given depth value.
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* Clear the depth attachment texture of the active frame-buffer with the given depth value.
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* \note `GPU_write_mask`, and stencil test do not affect this command.
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* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit framebuffer.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit frame-buffer.
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*/
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void GPU_clear_depth(float depth);
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@@ -467,7 +467,7 @@ const char *GPU_framebuffer_get_name(GPUFrameBuffer *framebuffer);
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/* -------------------------------------------------------------------- */
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/** \name Python API & meta-data
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*
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* These are not intrinsic properties of a framebuffer but they are stored inside the
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* These are not intrinsic properties of a frame-buffer but they are stored inside the
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* gpu::FrameBuffer structure for tracking purpose.
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* \{ */
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@@ -481,8 +481,8 @@ void GPU_framebuffer_py_reference_set(GPUFrameBuffer *framebuffer, void **py_ref
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#endif
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/**
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* Keep a stack of bound framebuffer to allow scoped binding of framebuffer in python.
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* This is also used by #GPUOffScreen to save/restore the current framebuffers.
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* Keep a stack of bound frame-buffer to allow scoped binding of frame-buffer in python.
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* This is also used by #GPUOffScreen to save/restore the current frame-buffers.
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* \note This isn't thread safe.
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*/
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/* TODO(fclem): This has nothing to do with the GPU module and should be move to the pyGPU module.
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@@ -547,7 +547,7 @@ void GPU_frontbuffer_read_pixels(
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* The attachments types are chosen by \a blit_buffers .
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* Only one color buffer can by copied at a time and its index is chosen by \a read_slot and \a
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* write_slot.
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* The source and destination framebuffers dimensions have to match.
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* The source and destination frame-buffers dimensions have to match.
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* DEPRECATED: Prefer using `GPU_texture_copy()`.
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*/
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void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
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