diff --git a/ss_player/ss_internal_player.cpp b/ss_player/ss_internal_player.cpp index 60c61f4..2a2aab2 100644 --- a/ss_player/ss_internal_player.cpp +++ b/ss_player/ss_internal_player.cpp @@ -2109,7 +2109,7 @@ int SsInternalPlayer::_build_normal(const DrawFrame& f, int p_idx, corner_rates[1] = pc->rt().rate(); corner_rates[2] = pc->lb().rate(); corner_rates[3] = pc->rb().rate(); - // PartColor blend_type is 0..3 (Mix/Mul/Add/Sub). Higher SS7 values are + // PartColor blend_type is 0..3 (Mix/Mul/Add/Sub). Higher SpriteStudio values are // GPU framebuffer blends, not PartColor formulas — clamp defensively. blend_idx = (int)pc->blend_type(); if (blend_idx < 0 || blend_idx > 3) blend_idx = 0; @@ -2306,7 +2306,7 @@ void SsInternalPlayer::_apply_per_part_uniforms(Ref mat, const f void SsInternalPlayer::_apply_partcolor_material(RenderingServer* rs, RID ci, uint32_t shader_id_hash, ss::format::BlendType ss_blend) { // Only Mix/Add/Sub/Mul are supported as GPU-side framebuffer blend modes // here; any other batch blend_type falls back to Mix at the material level - // (the rest of the 12 SS7 blends are deferred — see ROADMAP). The + // (the rest of the 12 SpriteStudio blends are deferred — see ROADMAP). The // per-vertex CUSTOM0 still drives PartColor compositing regardless. ss::format::BlendType resolved = ss_blend; switch (ss_blend) {