forked from bartvdbraak/blender
Code cleanup:
* Some typo fixes.
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851627f6e0
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@ -48,7 +48,7 @@ __device_inline void kernel_write_data_passes(KernelGlobals *kg, __global float
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if(!(flag & PASS_ALL))
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return;
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/* todo: add alpha treshold */
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/* todo: add alpha threshold */
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if(!(path_flag & PATH_RAY_TRANSPARENT)) {
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if(sample == 0) {
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if(flag & PASS_DEPTH) {
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@ -255,7 +255,7 @@ void ShaderGraph::finalize(bool do_bump, bool do_osl, bool do_multi_transform)
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void ShaderGraph::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
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{
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/* find all nodes that this input dependes on directly and indirectly */
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/* find all nodes that this input depends on directly and indirectly */
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ShaderNode *node = (input->link)? input->link->parent: NULL;
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if(node) {
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@ -135,7 +135,7 @@ void Session::reset_gpu(BufferParams& buffer_params, int samples)
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{
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thread_scoped_lock pause_lock(pause_mutex);
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/* block for buffer acces and reset immediately. we can't do this
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/* block for buffer access and reset immediately. we can't do this
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* in the thread, because we need to allocate an OpenGL buffer, and
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* that only works in the main thread */
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thread_scoped_lock display_lock(display_mutex);
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@ -504,7 +504,7 @@ void SVMCompiler::generate_closure(ShaderNode *node, set<ShaderNode*>& done)
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void SVMCompiler::generate_multi_closure(ShaderNode *node, set<ShaderNode*>& done, set<ShaderNode*>& closure_done)
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{
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/* todo: the weaks point here is that unlike the single closure sampling
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/* todo: the weak point here is that unlike the single closure sampling
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* we will evaluate all nodes even if they are used as input for closures
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* that are unused. it's not clear what would be the best way to skip such
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* nodes at runtime, especially if they are tangled up */
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