forked from bartvdbraak/blender
Cleanup: Minor spelling fixes:
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6a1b7facf9
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6bba006bf2
@ -1702,8 +1702,8 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
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}
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if (!smooth) {
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/* for flat shading, recalc normals and set the first vertex of
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* each quad in the index buffer to have the flat normal as
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/* for flat shading, recalc normals and set the last vertex of
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* each triangle in the index buffer to have the flat normal as
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* that is what opengl will use */
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for (j = 0; j < key->grid_size - 1; j++) {
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for (k = 0; k < key->grid_size - 1; k++) {
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@ -1793,7 +1793,7 @@ static int gpu_count_grid_quads(BLI_bitmap **grid_hidden,
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* unsigned shorts or unsigned ints. */
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#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
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{ \
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type_ *quad_data; \
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type_ *tri_data; \
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int offset = 0; \
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int i, j, k; \
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\
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@ -1801,10 +1801,10 @@ static int gpu_count_grid_quads(BLI_bitmap **grid_hidden,
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sizeof(type_) * (tot_quad_) * 6, NULL, \
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GL_STATIC_DRAW_ARB); \
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\
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/* Fill the quad buffer */ \
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quad_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \
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/* Fill the buffer */ \
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tri_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \
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GL_WRITE_ONLY_ARB); \
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if (quad_data) { \
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if (tri_data) { \
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for (i = 0; i < totgrid; ++i) { \
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BLI_bitmap *gh = NULL; \
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if (grid_hidden) \
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@ -1818,12 +1818,13 @@ static int gpu_count_grid_quads(BLI_bitmap **grid_hidden,
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gridsize, k, j)) \
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continue; \
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\
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*(quad_data++) = offset + j * gridsize + k + 1; \
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*(quad_data++) = offset + j * gridsize + k; \
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*(quad_data++) = offset + (j + 1) * gridsize + k; \
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*(quad_data++) = offset + (j + 1) * gridsize + k + 1; \
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*(quad_data++) = offset + j * gridsize + k + 1; \
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*(quad_data++) = offset + (j + 1) * gridsize + k; \
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*(tri_data++) = offset + j * gridsize + k + 1; \
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*(tri_data++) = offset + j * gridsize + k; \
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*(tri_data++) = offset + (j + 1) * gridsize + k; \
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\
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*(tri_data++) = offset + (j + 1) * gridsize + k + 1; \
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*(tri_data++) = offset + j * gridsize + k + 1; \
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*(tri_data++) = offset + (j + 1) * gridsize + k; \
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} \
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} \
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\
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