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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-07-21 14:10:01 +0200 |
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committer | GitHub <noreply@github.com> | 2022-07-21 14:10:01 +0200 |
commit | 35d7b94a54e3a5b6ecc1dda5f0811490a37f735a (patch) | |
tree | 63a18ada6c823ca5deb9eb31f0370cb1afddd0f5 /servers/rendering/renderer_rd/environment/gi.cpp | |
parent | 554be0c88e5ebee320e28743f143003ad60cca24 (diff) | |
parent | 38aaaa3cf94e7f6043f6371254d0b4d8a08e7be9 (diff) |
Merge pull request #63281 from luzpaz/typos
Diffstat (limited to 'servers/rendering/renderer_rd/environment/gi.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 3275aea13c..6361b9b18f 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -3710,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, // Now compute the contents of our buffers. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); - // Render each eye seperately. + // Render each eye separately. // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference.. // setup our push constant |