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author | Rémi Verschelde <remi@verschelde.fr> | 2021-03-13 14:55:05 +0100 |
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committer | GitHub <noreply@github.com> | 2021-03-13 14:55:05 +0100 |
commit | 942f5f0cb282cbc2b3fb766e3c7614e82b98dd9b (patch) | |
tree | 743ebbf03660bb8c9df215fb1ddacec4c8323d6a /core/math/geometry_2d.cpp | |
parent | c4f32bced91569ee23221afd82a793010501b818 (diff) | |
parent | 91181c20865d419decd78e022006074c9fd0faba (diff) | |
download | redot-engine-942f5f0cb282cbc2b3fb766e3c7614e82b98dd9b.tar.gz |
Merge pull request #46929 from Anshul7sp1/typosAndGrammar
Fixes small typos and grammar correction
Diffstat (limited to 'core/math/geometry_2d.cpp')
-rw-r--r-- | core/math/geometry_2d.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/core/math/geometry_2d.cpp b/core/math/geometry_2d.cpp index d67be14d33..feb1fb2fb8 100644 --- a/core/math/geometry_2d.cpp +++ b/core/math/geometry_2d.cpp @@ -87,9 +87,9 @@ struct _AtlasWorkRectResult { void Geometry2D::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) { // Super simple, almost brute force scanline stacking fitter. // It's pretty basic for now, but it tries to make sure that the aspect ratio of the - // resulting atlas is somehow square. This is necessary because video cards have limits. - // On texture size (usually 2048 or 4096), so the more square a texture, the more chances. - // It will work in every hardware. + // resulting atlas is somehow square. This is necessary because video cards have limits + // on texture size (usually 2048 or 4096), so the squarer a texture, the more the chances + // that it will work in every hardware. // For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a // 256x8192 atlas (won't work anywhere). |