Cleanup: Spelling, remove double negative
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53c0c3cbd7
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@ -96,7 +96,7 @@ void main()
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float dist_raw = texelFetch(lineTex, center_texel, 0).b;
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float dist = decode_line_dist(dist_raw);
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/* TODO: Opti: use textureGather. */
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/* TODO: Optimization: use textureGather. */
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vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0));
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vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0));
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vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1));
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@ -201,7 +201,7 @@ static void select_cache_populate(void *vedata, Object *ob)
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if (!e_data.context.is_dirty && sel_data && sel_data->is_drawn) {
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/* The object indices have already been drawn. Fill depth pass.
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* Opti: Most of the time this depth pass is not used. */
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* Optimization: Most of the time this depth pass is not used. */
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struct Mesh *me = ob->data;
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if (e_data.context.select_mode & SCE_SELECT_FACE) {
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struct GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me);
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@ -29,10 +29,9 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
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if (out[5].hasoutput) {
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GPU_material_flag_set(mat, GPU_MATFLAG_BARYCENTRIC);
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}
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/* Opti: don't request orco if not needed. */
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/* Optimization: don't request orco if not needed. */
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const float val[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) :
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GPU_attribute(mat, CD_ORCO, "");
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GPUNodeLink *orco_link = out[2].hasoutput ? GPU_attribute(mat, CD_ORCO, "") : GPU_constant(val);
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const bool success = GPU_stack_link(mat, node, "node_geometry", in, out, orco_link);
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@ -23,8 +23,8 @@ static int node_shader_gpu_hair_info(GPUMaterial *mat,
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{
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/* Length: don't request length if not needed. */
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static const float zero = 0;
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GPUNodeLink *length_link = (!out[2].hasoutput) ? GPU_constant(&zero) :
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GPU_attribute(mat, CD_HAIRLENGTH, "");
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GPUNodeLink *length_link = out[2].hasoutput ? GPU_attribute(mat, CD_HAIRLENGTH, "") :
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GPU_constant(&zero);
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return GPU_stack_link(mat, node, "node_hair_info", in, out, length_link);
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}
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@ -41,9 +41,9 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
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GPUNodeLink *inv_obmat = (ob != NULL) ? GPU_uniform(&ob->imat[0][0]) :
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GPU_uniform(&dummy_matrix[0][0]);
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/* Opti: don't request orco if not needed. */
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/* Optimization: don't request orco if not needed. */
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float4 zero(0.0f);
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GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant(zero) : GPU_attribute(mat, CD_ORCO, "");
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GPUNodeLink *orco = out[0].hasoutput ? GPU_attribute(mat, CD_ORCO, "") : GPU_constant(zero);
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GPUNodeLink *mtface = GPU_attribute(mat, CD_AUTO_FROM_NAME, "");
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GPU_stack_link(mat, node, "node_tex_coord", in, out, inv_obmat, orco, mtface);
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