// Add the differential flow found by the variational refinement to the base flow,
// giving the final flow estimate for this level.
// The output is in diff_flow_tex; we don't need to make a new texture.
- // You can comment out this prat if you wish to test disabling of the variational refinement.
+ // You can comment out this part if you wish to test disabling of the variational refinement.
{
ScopedTimer timer("Add differential flow", &varref_timer);
add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height);