Cleanup: spelling in comments
This commit is contained in:
parent
4e6bca79cd
commit
3841addab3
|
@ -1451,7 +1451,7 @@ static void object_get_datamask(const Depsgraph *depsgraph,
|
|||
*r_need_mapping = (editing || (ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT)));
|
||||
}
|
||||
|
||||
/* check if we need tfaces & mcols due to face select or texture paint */
|
||||
/* Check if we need #MTFace & loop-color due to face select or texture paint. */
|
||||
if ((ob->mode & OB_MODE_TEXTURE_PAINT) || editing) {
|
||||
r_mask->lmask |= CD_MASK_PROP_FLOAT2 | CD_MASK_PROP_BYTE_COLOR;
|
||||
r_mask->fmask |= CD_MASK_MTFACE;
|
||||
|
|
|
@ -140,7 +140,7 @@ bool MTLCommandBufferManager::submit(bool wait)
|
|||
MTL_LOG_WARNING(
|
||||
"Maximum number of command buffers in flight. Host will wait until GPU work has "
|
||||
"completed. Consider increasing GHOST_ContextCGL::max_command_buffer_count or reducing "
|
||||
"work fragmentation to better utilise system hardware. Command buffers are flushed upon "
|
||||
"work fragmentation to better utilize system hardware. Command buffers are flushed upon "
|
||||
"GPUContext switches, this is the most common cause of excessive command buffer "
|
||||
"generation.");
|
||||
}
|
||||
|
|
|
@ -936,7 +936,7 @@ bool MTLFrameBuffer::add_color_attachment(gpu::MTLTexture *texture,
|
|||
}
|
||||
else {
|
||||
MTL_LOG_ERROR(
|
||||
"Passing in null texture to MTLFrameBuffer::addColourAttachment (This could be due to not "
|
||||
"Passing in null texture to MTLFrameBuffer::add_color_attachment (This could be due to not "
|
||||
"all texture types being supported).");
|
||||
}
|
||||
return true;
|
||||
|
|
|
@ -34,18 +34,18 @@ static bool imb_is_grayscale_texture_format_compatible(const ImBuf *ibuf)
|
|||
if (IMB_colormanagement_space_is_srgb(ibuf->byte_buffer.colorspace) ||
|
||||
IMB_colormanagement_space_is_scene_linear(ibuf->byte_buffer.colorspace))
|
||||
{
|
||||
/* Gresycale byte buffers with these color transforms utilise float buffers under the hood
|
||||
/* Grey-scale byte buffers with these color transforms utilize float buffers under the hood
|
||||
* and can therefore be optimized. */
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
/* TODO: Support grayscale byte buffers.
|
||||
/* TODO: Support gray-scale byte buffers.
|
||||
* The challenge is that Blender always stores byte images as RGBA. */
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/* Only imbufs with colorspace that do not modify the chrominance of the texture data relative
|
||||
/* Only #IMBuf's with color-space that do not modify the chrominance of the texture data relative
|
||||
* to the scene color space can be uploaded as single channel textures. */
|
||||
if (IMB_colormanagement_space_is_data(ibuf->float_buffer.colorspace) ||
|
||||
IMB_colormanagement_space_is_srgb(ibuf->float_buffer.colorspace) ||
|
||||
|
|
Loading…
Reference in New Issue