Cleanup: spelling
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@@ -111,8 +111,8 @@ int orient3d(const mpq3 &a, const mpq3 &b, const mpq3 &c, const mpq3 &d)
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/**
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* For double versions of orient and incircle functions, use robust predicates
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* that give exact answers for double inputs.
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* First, encapsulate functions frm Jonathan Shewchuk's implementation.
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* After this namespace, see the implementation of the double3 primitives.
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* First, encapsulate functions from Jonathan Shewchuk's implementation.
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* After this name-space, see the implementation of the double3 primitives.
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*/
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namespace robust_pred {
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@@ -141,7 +141,7 @@ template<> double math_abs(const double v)
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return fabs(v);
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}
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/* Find an output index corresponding to a given coordinate (appproximately).
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/* Find an output index corresponding to a given coordinate (approximately).
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* Return -1 if not found.
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*/
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template<typename T> int get_vertex_by_coord(const CDT_result<T> &out, double x, double y)
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@@ -71,7 +71,7 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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/* NOTE : we need another stencil because the stencil buffer is on the same texture
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* as the depth buffer we are sampling from. This could be avoided if the stencil is
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* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
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* OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
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* OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */
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effects->sss_stencil = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type);
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effects->sss_blur = DRW_texture_pool_query_2d(
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@@ -27,7 +27,7 @@
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#include "DRW_render.h"
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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* Is freed every time the viewport engine changes. */
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typedef struct SELECTID_StorageList {
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struct SELECTID_PrivateData *g_data;
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} SELECTID_StorageList;
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@@ -4406,7 +4406,7 @@ void ANIM_channel_draw(
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}
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/* step 4) draw special toggles .................................
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* - in Graph Editor, checkboxes for visibility in curves area
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* - in Graph Editor, check-boxes for visibility in curves area
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* - in NLA Editor, glowing dots for solo/not solo...
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* - in Grease Pencil mode, color swatches for layer color
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*/
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@@ -5648,7 +5648,7 @@ void UI_paneltype_draw(bContext *C, PanelType *pt, uiLayout *layout)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Layout (Debuging/Introspection)
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/** \name Layout (Debugging/Introspection)
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*
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* Serialize the layout as a Python compatible dictionary,
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*
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@@ -278,8 +278,8 @@ typedef struct SculptGestureOperation {
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/* Apply the gesture action for each symmetry pass. */
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void (*sculpt_gesture_apply_for_symmetry_pass)(struct bContext *, SculptGestureContext *);
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/* Remaining actions after finishing the symmetry passes iterations (updating datalayers, tagging
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* PBVH updates...) */
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/* Remaining actions after finishing the symmetry passes iterations
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* (updating data-layers, tagging PBVH updates...). */
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void (*sculpt_gesture_end)(struct bContext *, SculptGestureContext *);
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} SculptGestureOperation;
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@@ -164,7 +164,7 @@ typedef struct MouseInput {
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* to avoid jumping values when its toggled.
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*
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* This works well for scaling drag motion,
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* but not for rotating around a point (rotaton needs its own custom accumulator)
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* but not for rotating around a point (rotation needs its own custom accumulator)
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*/
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bool use_virtual_mval;
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struct {
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@@ -282,7 +282,7 @@ typedef struct TransInfo {
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short state;
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/** Current context/options for transform. */
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int options;
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/** Init value for some transformations (and rotation angle). */
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/** Initial value for some transformations (and rotation angle). */
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float val;
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void (*transform)(struct TransInfo *, const int[2]);
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/** Transform function pointer. */
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@@ -319,7 +319,7 @@ typedef struct TransInfo {
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float snap[3];
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/** Spatial snapping gears(even when rotating, scaling... etc). */
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float snap_spatial[3];
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/** Mouse side of the cfra, 'L', 'R' or 'B' */
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/** Mouse side of the current frame, 'L', 'R' or 'B' */
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char frame_side;
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/** copy from G.vd, prevents feedback. */
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@@ -56,7 +56,7 @@ GLStateManager::GLStateManager(void) : GPUStateManager()
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glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
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/* TODO: Should become default. But needs at least GL 4.3 */
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if (GLEW_ARB_ES3_compatibility) {
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/* Takes predecence over GL_PRIMITIVE_RESTART */
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/* Takes precedence over #GL_PRIMITIVE_RESTART. */
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glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
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}
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@@ -532,4 +532,4 @@ uint64_t GLStateManager::bound_texture_slots(void)
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/** \} */
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} // namespace blender::gpu
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} // namespace blender::gpu
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@@ -653,8 +653,8 @@ bool GLTexture::proxy_check(int mip)
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void GLTexture::check_feedback_loop(void)
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{
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/* Recursive downsample workaround break this check.
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* See recursive_downsample() for more infos. */
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/* Recursive down sample workaround break this check.
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* See #recursive_downsample() for more information. */
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if (GPU_mip_render_workaround()) {
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return;
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}
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@@ -106,10 +106,10 @@ struct USDMeshData {
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pxr::VtIntArray crease_vertex_indices;
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/* The per-crease or per-edge sharpness for all creases (Usd.Mesh.SHARPNESS_INFINITE for a
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* perfectly sharp crease). Since 'creaseLengths' encodes the number of vertices in each crease,
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* the number of elements in this array will be either len(creaseLengths) or the sum over all X
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* of (creaseLengths[X] - 1). Note that while the RI spec allows each crease to have either a
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* the number of elements in this array will be either 'len(creaseLengths)' or the sum over all X
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* of '(creaseLengths[X] - 1)'. Note that while the RI spec allows each crease to have either a
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* single sharpness or a value per-edge, USD will encode either a single sharpness per crease on
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* a mesh, or sharpnesses for all edges making up the creases on a mesh. */
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* a mesh, or sharpness's for all edges making up the creases on a mesh. */
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pxr::VtFloatArray crease_sharpnesses;
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};
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@@ -177,8 +177,8 @@ void USDGenericMeshWriter::write_mesh(HierarchyContext &context, Mesh *mesh)
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return;
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}
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/* The material path will be of the form </_materials/{material name}>, which is outside the
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subtree pointed to by ref_path. As a result, the referenced data is not allowed to point out
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of its own subtree. It does work when we override the material with exactly the same path,
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sub-tree pointed to by ref_path. As a result, the referenced data is not allowed to point out
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of its own sub-tree. It does work when we override the material with exactly the same path,
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though.*/
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if (usd_export_context_.export_params.export_materials) {
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assign_materials(context, usd_mesh, usd_mesh_data.face_groups);
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@@ -286,8 +286,8 @@ typedef struct wmWindow {
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/** Internal for wm_operators.c. */
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struct wmGesture *tweak;
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/* Input Method Editor data - complex character input (esp. for asian character input)
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* Currently WIN32, runtime-only data */
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/* Input Method Editor data - complex character input (especially for Asian character input)
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* Currently WIN32, runtime-only data. */
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struct wmIMEData *ime_data;
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/** All events (ghost level events were handled). */
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