Cleanup: spelling
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@@ -262,7 +262,7 @@ typedef struct SculptPoseIKChain {
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typedef struct SculptClothLengthConstraint {
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/* Elements that are affected by the constraint. */
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/* Element a should always be a mesh vertex with the index stored in elem_index_a as it is always
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* deformed. Element b cound be another vertex of the same mesh or any other position (arbitrary
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* deformed. Element b could be another vertex of the same mesh or any other position (arbitrary
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* point, position for a previous state). In that case, elem_index_a and elem_index_b should be
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* the same to avoid affecting two different vertices when solving the constraints.
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* *elem_position points to the position which is owned by the element. */
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@@ -299,7 +299,7 @@ static GPUTexture *image_get_gpu_texture(Image *ima,
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}
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/* Check if we have a valid image. If not, we return a dummy
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* texture with zero bindcode so we don't keep trying. */
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* texture with zero bind-code so we don't keep trying. */
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ImageTile *tile = BKE_image_get_tile(ima, 0);
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if (tile == NULL || tile->ok == 0) {
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*tex = image_gpu_texture_error_create(textarget);
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@@ -782,4 +782,4 @@ void BKE_image_paint_set_mipmap(Main *bmain, bool mipmap)
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}
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}
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/** \} */
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/** \} */
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@@ -1026,8 +1026,10 @@ static void mesh_customdatacorrect_free_cb(struct TransInfo *UNUSED(t),
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# define FACE_SUBSTITUTE_INDEX INT_MIN
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/* Search for a neighboring face with area and preferably without selected vertex.
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* Used to replace arealess faces in customdata correction. */
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/**
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* Search for a neighboring face with area and preferably without selected vertex.
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* Used to replace area-less faces in custom-data correction.
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*/
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static BMFace *mesh_customdatacorrect_find_best_face_substitute(BMFace *f)
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{
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BMFace *best_face = NULL;
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@@ -807,14 +807,14 @@ void GPU_shader_uniform_vector_int(
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name sRGB rendering workaround.
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/** \name sRGB Rendering Workaround
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*
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* The viewport overlay framebuffer is sRGB and will expect shaders to output display refered
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* Linear colors. But other framebuffers (i.e: the area framebuffers) are not sRGB and require the
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* shader output color to be in sRGB space (assumed display encoded colorspace as the time of
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* writting).
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* The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
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* Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
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* the shader output color to be in sRGB space
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* (assumed display encoded color-space as the time of writing).
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* For this reason we have a uniform to switch the transform on and off depending on the current
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* framebuffer colorspace.
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* frame-buffer color-space.
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* \{ */
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static int g_shader_builtin_srgb_transform = 0;
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