Cleanup: spelling

This commit is contained in:
2020-08-13 16:21:10 +10:00
parent 608ec79bc3
commit 357547b010
4 changed files with 8 additions and 9 deletions

View File

@@ -602,8 +602,7 @@ static void constraint_target_to_mat4(Object *ob,
pchan = BKE_pose_channel_find_name(ob->pose, substring);
if (pchan) {
/* Multiply the PoseSpace accumulation/final matrix for this
* PoseChannel by the Armature Object's Matrix to get a worldspace
* matrix.
* PoseChannel by the Armature Object's Matrix to get a world-space matrix.
*/
bool is_bbone = (pchan->bone) && (pchan->bone->segments > 1) &&
(flag & CONSTRAINT_BBONE_SHAPE);

View File

@@ -405,7 +405,7 @@ static float densfunc(const MetaElem *ball, float x, float y, float z)
}
/**
* Computes density at given position form all metaballs which contain this point in their box.
* Computes density at given position form all meta-balls which contain this point in their box.
* Traverses BVH using a queue.
*/
static float metaball(PROCESS *process, float x, float y, float z)
@@ -1443,9 +1443,9 @@ void BKE_mball_polygonize(Depsgraph *depsgraph, Scene *scene, Object *ob, ListBa
if (process.totelem > 0) {
build_bvh_spatial(&process, &process.metaball_bvh, 0, process.totelem, &process.allbb);
/* Don't polygonize metaballs with too high resolution (base mball to small)
* note: Eps was 0.0001f but this was giving problems for blood animation for durian,
* using 0.00001f. */
/* Don't polygonize meta-balls with too high resolution (base mball to small)
* note: Eps was 0.0001f but this was giving problems for blood animation for
* the open movie "Sintel", using 0.00001f. */
if (ob->scale[0] > 0.00001f * (process.allbb.max[0] - process.allbb.min[0]) ||
ob->scale[1] > 0.00001f * (process.allbb.max[1] - process.allbb.min[1]) ||
ob->scale[2] > 0.00001f * (process.allbb.max[2] - process.allbb.min[2])) {

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@@ -1002,7 +1002,7 @@ Scene *BKE_scene_set_name(Main *bmain, const char *name)
return NULL;
}
/* Used by metaballs, return *all* objects (including duplis)
/* Used by meta-balls, return *all* objects (including duplis)
* existing in the scene (including scene's sets). */
int BKE_scene_base_iter_next(
Depsgraph *depsgraph, SceneBaseIter *iter, Scene **scene, int val, Base **base, Object **ob)
@@ -1073,7 +1073,7 @@ int BKE_scene_base_iter_next(
else {
if (iter->phase != F_DUPLI) {
if (depsgraph && (*base)->object->transflag & OB_DUPLI) {
/* collections cannot be duplicated for metaballs yet,
/* Collections cannot be duplicated for meta-balls yet,
* this enters eternal loop because of
* makeDispListMBall getting called inside of collection_duplilist */
if ((*base)->object->instance_collection == NULL) {

View File

@@ -193,7 +193,7 @@ void GLBackend::tex_free(GLuint tex_id)
/** \name Linked object deletion
*
* These objects contain data that are stored per context. We
* need to do some cleanup if they are used accross context or if context
* need to do some cleanup if they are used across context or if context
* is discarded.
* \{ */