Cleanup: spelling in comments
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@@ -865,7 +865,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals kg,
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* `u(x, T) = u(x - (T - t) * u(x, T), t)`
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*
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* This is the typical way to model self-advection in fluid dynamics, however, we do not
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* account for other forces affecting the velocity during simulation (pressure, buyoancy,
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* account for other forces affecting the velocity during simulation (pressure, buoyancy,
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* etc.): this gives a linear interpolation when fluid are mostly "curvy". For better
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* results, a higher order interpolation scheme can be used (at the cost of more lookups),
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* or an interpolation of the velocity fields for the previous and next frames could also
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