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authorRémi Verschelde <remi@verschelde.fr>2021-03-13 14:55:05 +0100
committerGitHub <noreply@github.com>2021-03-13 14:55:05 +0100
commit942f5f0cb282cbc2b3fb766e3c7614e82b98dd9b (patch)
tree743ebbf03660bb8c9df215fb1ddacec4c8323d6a /core/math/geometry_2d.cpp
parentc4f32bced91569ee23221afd82a793010501b818 (diff)
parent91181c20865d419decd78e022006074c9fd0faba (diff)
downloadredot-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.cpp6
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).