Cleanup: spelling

This commit is contained in:
2020-09-06 01:45:38 +10:00
parent 9978485e82
commit 3a8d9198b3
12 changed files with 23 additions and 23 deletions

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@@ -111,8 +111,8 @@ int orient3d(const mpq3 &a, const mpq3 &b, const mpq3 &c, const mpq3 &d)
/**
* For double versions of orient and incircle functions, use robust predicates
* that give exact answers for double inputs.
* First, encapsulate functions frm Jonathan Shewchuk's implementation.
* After this namespace, see the implementation of the double3 primitives.
* First, encapsulate functions from Jonathan Shewchuk's implementation.
* After this name-space, see the implementation of the double3 primitives.
*/
namespace robust_pred {

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@@ -141,7 +141,7 @@ template<> double math_abs(const double v)
return fabs(v);
}
/* Find an output index corresponding to a given coordinate (appproximately).
/* Find an output index corresponding to a given coordinate (approximately).
* Return -1 if not found.
*/
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)
/* NOTE : we need another stencil because the stencil buffer is on the same texture
* as the depth buffer we are sampling from. This could be avoided if the stencil is
* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */
effects->sss_stencil = DRW_texture_pool_query_2d(
fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type);
effects->sss_blur = DRW_texture_pool_query_2d(

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@@ -27,7 +27,7 @@
#include "DRW_render.h"
/* GPUViewport.storage
* Is freed everytime the viewport engine changes */
* Is freed every time the viewport engine changes. */
typedef struct SELECTID_StorageList {
struct SELECTID_PrivateData *g_data;
} SELECTID_StorageList;

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@@ -4406,7 +4406,7 @@ void ANIM_channel_draw(
}
/* step 4) draw special toggles .................................
* - in Graph Editor, checkboxes for visibility in curves area
* - in Graph Editor, check-boxes for visibility in curves area
* - in NLA Editor, glowing dots for solo/not solo...
* - in Grease Pencil mode, color swatches for layer color
*/

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@@ -5648,7 +5648,7 @@ void UI_paneltype_draw(bContext *C, PanelType *pt, uiLayout *layout)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Layout (Debuging/Introspection)
/** \name Layout (Debugging/Introspection)
*
* Serialize the layout as a Python compatible dictionary,
*

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@@ -278,8 +278,8 @@ typedef struct SculptGestureOperation {
/* Apply the gesture action for each symmetry pass. */
void (*sculpt_gesture_apply_for_symmetry_pass)(struct bContext *, SculptGestureContext *);
/* Remaining actions after finishing the symmetry passes iterations (updating datalayers, tagging
* PBVH updates...) */
/* Remaining actions after finishing the symmetry passes iterations
* (updating data-layers, tagging PBVH updates...). */
void (*sculpt_gesture_end)(struct bContext *, SculptGestureContext *);
} SculptGestureOperation;

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@@ -164,7 +164,7 @@ typedef struct MouseInput {
* to avoid jumping values when its toggled.
*
* This works well for scaling drag motion,
* but not for rotating around a point (rotaton needs its own custom accumulator)
* but not for rotating around a point (rotation needs its own custom accumulator)
*/
bool use_virtual_mval;
struct {
@@ -282,7 +282,7 @@ typedef struct TransInfo {
short state;
/** Current context/options for transform. */
int options;
/** Init value for some transformations (and rotation angle). */
/** Initial value for some transformations (and rotation angle). */
float val;
void (*transform)(struct TransInfo *, const int[2]);
/** Transform function pointer. */
@@ -319,7 +319,7 @@ typedef struct TransInfo {
float snap[3];
/** Spatial snapping gears(even when rotating, scaling... etc). */
float snap_spatial[3];
/** Mouse side of the cfra, 'L', 'R' or 'B' */
/** Mouse side of the current frame, 'L', 'R' or 'B' */
char frame_side;
/** copy from G.vd, prevents feedback. */

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@@ -56,7 +56,7 @@ GLStateManager::GLStateManager(void) : GPUStateManager()
glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
/* TODO: Should become default. But needs at least GL 4.3 */
if (GLEW_ARB_ES3_compatibility) {
/* Takes predecence over GL_PRIMITIVE_RESTART */
/* Takes precedence over #GL_PRIMITIVE_RESTART. */
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
@@ -532,4 +532,4 @@ uint64_t GLStateManager::bound_texture_slots(void)
/** \} */
} // namespace blender::gpu
} // namespace blender::gpu

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@@ -653,8 +653,8 @@ bool GLTexture::proxy_check(int mip)
void GLTexture::check_feedback_loop(void)
{
/* Recursive downsample workaround break this check.
* See recursive_downsample() for more infos. */
/* Recursive down sample workaround break this check.
* See #recursive_downsample() for more information. */
if (GPU_mip_render_workaround()) {
return;
}

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@@ -106,10 +106,10 @@ struct USDMeshData {
pxr::VtIntArray crease_vertex_indices;
/* The per-crease or per-edge sharpness for all creases (Usd.Mesh.SHARPNESS_INFINITE for a
* perfectly sharp crease). Since 'creaseLengths' encodes the number of vertices in each crease,
* the number of elements in this array will be either len(creaseLengths) or the sum over all X
* of (creaseLengths[X] - 1). Note that while the RI spec allows each crease to have either a
* the number of elements in this array will be either 'len(creaseLengths)' or the sum over all X
* of '(creaseLengths[X] - 1)'. Note that while the RI spec allows each crease to have either a
* single sharpness or a value per-edge, USD will encode either a single sharpness per crease on
* a mesh, or sharpnesses for all edges making up the creases on a mesh. */
* a mesh, or sharpness's for all edges making up the creases on a mesh. */
pxr::VtFloatArray crease_sharpnesses;
};
@@ -177,8 +177,8 @@ void USDGenericMeshWriter::write_mesh(HierarchyContext &context, Mesh *mesh)
return;
}
/* The material path will be of the form </_materials/{material name}>, which is outside the
subtree pointed to by ref_path. As a result, the referenced data is not allowed to point out
of its own subtree. It does work when we override the material with exactly the same path,
sub-tree pointed to by ref_path. As a result, the referenced data is not allowed to point out
of its own sub-tree. It does work when we override the material with exactly the same path,
though.*/
if (usd_export_context_.export_params.export_materials) {
assign_materials(context, usd_mesh, usd_mesh_data.face_groups);

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@@ -286,8 +286,8 @@ typedef struct wmWindow {
/** Internal for wm_operators.c. */
struct wmGesture *tweak;
/* Input Method Editor data - complex character input (esp. for asian character input)
* Currently WIN32, runtime-only data */
/* Input Method Editor data - complex character input (especially for Asian character input)
* Currently WIN32, runtime-only data. */
struct wmIMEData *ime_data;
/** All events (ghost level events were handled). */