Cleanup: spelling in comments
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@ -60,7 +60,7 @@ float lightprobe_planar_score(ProbePlanarData planar, vec3 P, vec3 V, vec3 L)
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#ifdef PLANAR_PROBES
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/**
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* Return the best planar probe index for a given light direction vector and postion.
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* Return the best planar probe index for a given light direction vector and position.
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*/
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int lightprobe_planar_select(vec3 P, vec3 V, vec3 L)
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{
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@ -113,8 +113,8 @@ class VKFrameBuffer : public FrameBuffer {
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* Return the number of color attachments of this frame buffer, including unused color
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* attachments.
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*
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* Framebuffers can have unused attachments. When higher attachment slots are being used, unused
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* lower attachment slots will be counted as they are required resources in renderpasses.
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* Frame-buffers can have unused attachments. When higher attachment slots are being used, unused
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* lower attachment slots will be counted as they are required resources in render-passes.
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*/
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int color_attachments_resource_size() const;
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@ -1166,7 +1166,7 @@ static void wm_draw_window(bContext *C, wmWindow *win)
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bScreen *screen = WM_window_get_active_screen(win);
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bool stereo = WM_stereo3d_enabled(win, false);
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/* Avoid any BGL call issued before this to alter the window drawin. */
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/* Avoid any BGL call issued before this to alter the window drawing. */
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GPU_bgl_end();
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/* Draw area regions into their own frame-buffer. This way we can redraw
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