From 2a1cb3a181ca21918916595dc29b82687a820a0d Mon Sep 17 00:00:00 2001 From: luz paz Date: Wed, 17 Mar 2021 20:35:24 -0400 Subject: Fix misc. typos Found via `codespell -q 3` --- .../EpipolarLightScattering/src/EpipolarLightScattering.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp') diff --git a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp index dec02cd..2de9fd2 100644 --- a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp +++ b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp @@ -58,7 +58,7 @@ static const DepthStencilStateDesc DSS_CmpEqNoWrites // Pixel shader discards pixels that should not be further processed, thus keeping the // stencil value untouched. // For instance, pixel shader performing epipolar coordinates generation discards all -// sampes, whoose coordinates are outside the screen [-1,1]x[-1,1] area. +// sampes, whose coordinates are outside the screen [-1,1]x[-1,1] area. static const DepthStencilStateDesc DSS_IncStencilAlways { False, // DepthEnable @@ -86,7 +86,7 @@ static const DepthStencilStateDesc DSS_IncStencilAlways // Disable depth testing, stencil testing function equal, increment stencil. // This state is used to process only those pixels that were marked at the previous pass. -// All pixels whith different stencil value are discarded from further processing as well +// All pixels with different stencil value are discarded from further processing as well // as some pixels can also be discarded during the draw call. // For instance, pixel shader marking ray marching samples processes only those pixels which are inside // the screen. It also discards all but those samples that are interpolated from themselves. @@ -903,7 +903,7 @@ void EpipolarLightScattering::CreateLowResLuminanceTexture(IRenderDevice* pDevic auto* tex2DAverageLuminanceSRV = tex2DAverageLuminance->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE); m_ptex2DAverageLuminanceRTV = tex2DAverageLuminance->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET); tex2DAverageLuminanceSRV->SetSampler(m_pLinearClampSampler); - // Set intial luminance to 1 + // Set initial luminance to 1 ITextureView* pRTVs[] = {m_ptex2DAverageLuminanceRTV}; pDeviceCtx->SetRenderTargets(1, pRTVs, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); pDeviceCtx->ClearRenderTarget(m_ptex2DAverageLuminanceRTV, TexDesc.ClearValue.Color, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); @@ -1748,7 +1748,7 @@ void EpipolarLightScattering::UnwarpEpipolarScattering(bool bRenderLuminance) UnwarpAndRenderLuminanceTech.SRBDependencyFlags = SRBDependencies; } - // Unwarp inscattering image and apply it to attenuated backgorund + // Unwarp inscattering image and apply it to attenuated background if (bRenderLuminance) { UnwarpAndRenderLuminanceTech.PrepareSRB(m_FrameAttribs.pDevice, m_pResMapping, BIND_SHADER_RESOURCES_KEEP_EXISTING); -- cgit v1.2.3