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fix typos
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Wumpf committed Mar 8, 2023
1 parent f619281 commit de51728
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Showing 2 changed files with 3 additions and 3 deletions.
4 changes: 2 additions & 2 deletions crates/re_renderer/shader/outlines/jumpflooding_init.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ fn main(in: VertexOutput) -> @location(0) Vec4 {
// anti-aliasing was achieved by a kind of sobel filter on an already resolved target.
// In our case however, we have a number of different masks, identified by an index per-pixel.
// Therefore, there is no straight-forward way to resolve this MSAA texture!
// Resolving accurate sub-pixel edges therefore requires us to look at the sub-samples of the MSAA mask directly.
// Resolving accurate sub-pixel edges requires us to look at the sub-samples of the MSAA mask directly.
//
// There's a bunch of ways on how to go about this and it's not exactly clear where the trade-offs between quality & performance are.
// But I found that by using our knowledge of the sampling pattern
Expand Down Expand Up @@ -62,7 +62,7 @@ fn main(in: VertexOutput) -> @location(0) Vec4 {
var edge_pos_a_and_b = Vec4(0.0);
var num_edges_and_b = Vec2(0.0);

// Internal samples accross the center point
// Internal samples across the center point
// Tried weighting this higher, didn't make a difference in quality since we almost always have only a single edge.
{
let has_edge = Vec2(mask_top_left != mask_bottom_right) + Vec2(mask_right_top != mask_left_bottom);
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2 changes: 1 addition & 1 deletion crates/re_renderer/src/renderer/outlines.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
//! This module provides the [`OutlineMaskProcessor`] which handles render passes around outlines
//! and [`OutlineCompositor`] which handles compositing the outlines into the final image.
//!
//! There are two channels (in shader code referred to as A and B) that are handled simulataneously.
//! There are two channels (in shader code referred to as A and B) that are handled simultaneously.
//! For configuring the look of the outline refer to [`OutlineConfig`].
//! For setting outlines for an individual primitive from another [`Renderer`]/[`DrawData`],
//! check for [`OutlineMaskPreference`] settings on that primitive.
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