Merge branch 'master' into blender2.8

This commit is contained in:
2018-09-19 18:19:49 +02:00
92 changed files with 141 additions and 141 deletions

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@@ -50,9 +50,9 @@ set(OPENVDB_EXTRA_ARGS
)
if(WIN32)
#Namespaces seem to be buggy and cause linker erorrs due to things not
#being in the correct namespace
#needs to link pthreads due to it being a blosc dependency
# Namespaces seem to be buggy and cause linker errors due to things not
# being in the correct namespace
# needs to link pthreads due to it being a blosc dependency
set(OPENVDB_EXTRA_ARGS ${OPENVDB_EXTRA_ARGS}
-DOPENEXR_NAMESPACE_VERSIONING=OFF
-DEXTRA_LIBS:FILEPATH=${LIBDIR}/pthreads/lib/pthreadVC2.lib

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@@ -142,7 +142,7 @@ if(MSVC)
COMMAND ${CMAKE_COMMAND} -E copy "${PYTHON_OUTPUTDIR}/select${PYTHON_POSTFIX}.pyd" ${BUILD_DIR}/python/src/external_python/redist/lib/select${PYTHON_POSTFIX}.pyd
COMMAND ${CMAKE_COMMAND} -E copy "${PYTHON_OUTPUTDIR}/unicodedata${PYTHON_POSTFIX}.pyd" ${BUILD_DIR}/python/src/external_python/redist/lib/unicodedata${PYTHON_POSTFIX}.pyd
COMMAND ${CMAKE_COMMAND} -E copy "${PYTHON_OUTPUTDIR}/winsound${PYTHON_POSTFIX}.pyd" ${BUILD_DIR}/python/src/external_python/redist/lib/winsound${PYTHON_POSTFIX}.pyd
#xxlimited is an example extention module, we don't need to ship it and debug doesn't build it
#xxlimited is an example extension module, we don't need to ship it and debug doesn't build it
#leaving it commented out, so I won't get confused again with the next update.
#COMMAND ${CMAKE_COMMAND} -E copy "${PYTHON_OUTPUTDIR}/xxlimited${PYTHON_POSTFIX}.pyd" ${BUILD_DIR}/python/src/external_python/redist/lib/xxlimited${PYTHON_POSTFIX}.pyd
COMMAND ${CMAKE_COMMAND} -E copy "${PYTHON_OUTPUTDIR}/libssl-1_1${SSL_POSTFIX}.dll" ${BUILD_DIR}/python/src/external_python/redist/lib/libssl-1_1${SSL_POSTFIX}.dll

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@@ -1200,7 +1200,7 @@ compile_Boost() {
if [ ! -d $_inst ]; then
INFO "Building Boost-$BOOST_VERSION"
# Rebuild dependecies as well!
# Rebuild dependencies as well!
OIIO_FORCE_BUILD=true
OIIO_FORCE_REBUILD=true
OSL_FORCE_BUILD=true
@@ -1393,7 +1393,7 @@ compile_ILMBASE() {
if [ ! -d $_openexr_inst ]; then
INFO "Building ILMBase-$ILMBASE_VERSION"
# Rebuild dependecies as well!
# Rebuild dependencies as well!
OPENEXR_FORCE_BUILD=true
OPENEXR_FORCE_REBUILD=true
@@ -1489,7 +1489,7 @@ compile_OPENEXR() {
if [ ! -d $_inst ]; then
INFO "Building OpenEXR-$OPENEXR_VERSION"
# Rebuild dependecies as well!
# Rebuild dependencies as well!
OIIO_FORCE_BUILD=true
OIIO_FORCE_REBUILD=true
@@ -1603,7 +1603,7 @@ compile_OIIO() {
if [ ! -d $_inst ]; then
INFO "Building OpenImageIO-$OIIO_VERSION"
# Rebuild dependecies as well!
# Rebuild dependencies as well!
OSL_FORCE_BUILD=true
OSL_FORCE_REBUILD=true
@@ -1745,7 +1745,7 @@ compile_LLVM() {
if [ ! -d $_inst ]; then
INFO "Building LLVM-$LLVM_VERSION (CLANG included!)"
# Rebuild dependecies as well!
# Rebuild dependencies as well!
OSL_FORCE_BUILD=true
OSL_FORCE_REBUILD=true
@@ -2071,7 +2071,7 @@ compile_BLOSC() {
if [ ! -d $_inst ]; then
INFO "Building Blosc-$OPENVDB_BLOSC_VERSION"
# Rebuild dependecies as well!
# Rebuild dependencies as well!
OPENVDB_FORCE_BUILD=true
OPENVDB_FORCE_REBUILD=true

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@@ -75,7 +75,7 @@ SET(_python_SEARCH_DIRS
"/opt/lib/python-${PYTHON_VERSION}"
)
# only search for the dirs if we havn't already
# only search for the dirs if we haven't already
IF((NOT _IS_INC_DEF) OR (NOT _IS_INC_CONF_DEF) OR (NOT _IS_LIB_DEF) OR (NOT _IS_LIB_PATH_DEF))
SET(_PYTHON_ABI_FLAGS_TEST
"m;mu;u; " # release

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@@ -130,7 +130,7 @@ def function_parm_wash_tokens(parm):
)
"""
Return tolens without trailing commads and 'const'
Return tolens without trailing commands and 'const'
"""
tokens = [t for t in parm.get_tokens()]

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@@ -285,7 +285,7 @@ def main():
ignore_used = [False] * len(IGNORE)
# now check on files not accounted for.
print("\nC/C++ Files CMake doesnt know about...")
print("\nC/C++ Files CMake does not know about...")
for cf in sorted(source_list(SOURCE_DIR, is_c)):
if not is_ignore(cf, ignore_used):
if cf not in global_c:
@@ -302,7 +302,7 @@ def main():
print("bad_c: ", cf)
'''
print("\nC/C++ Headers CMake doesnt know about...")
print("\nC/C++ Headers CMake does not know about...")
for hf in sorted(source_list(SOURCE_DIR, is_c_header)):
if not is_ignore(hf, ignore_used):
if hf not in global_h:

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@@ -71,7 +71,7 @@ def create_nb_project_main():
if (includes, defines) == (None, None):
return
# for some reason it doesnt give all internal includes
# for some reason it doesn't give all internal includes
includes = list(set(includes) | set(dirname(f) for f in files if is_c_header(f)))
includes.sort()

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@@ -85,7 +85,7 @@ def create_qtc_project_main(name):
if (includes, defines) == (None, None):
return
# for some reason it doesnt give all internal includes
# for some reason it doesn't give all internal includes
includes = list(set(includes) | set(os.path.dirname(f)
for f in files_rel if is_c_header(f)))
includes.sort()

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@@ -1,4 +1,4 @@
# Turn everything ON thats expected for an official release builds.
# Turn everything ON that's expected for an official release builds.
#
# Example usage:
# cmake -C../blender/build_files/cmake/config/blender_full.cmake ../blender

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@@ -8,7 +8,7 @@
set(WITH_HEADLESS ON CACHE BOOL "" FORCE)
# disable audio, its possible some devs may want this but for now disable
# so the python module doesnt hold the audio device and loads quickly.
# so the python module doesn't hold the audio device and loads quickly.
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_JACK OFF CACHE BOOL "" FORCE)

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@@ -1,4 +1,4 @@
# Turn everything ON thats expected for an official release builds.
# Turn everything ON that's expected for an official release builds.
#
# Example usage:
# cmake -C../blender/build_files/cmake/config/blender_release.cmake ../blender

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@@ -13,7 +13,7 @@ set(WITH_INSTALL_PORTABLE OFF CACHE BOOL "" FORCE)
set(WITH_PYTHON_INSTALL OFF CACHE BOOL "" FORCE)
# disable audio, its possible some devs may want this but for now disable
# so the python module doesnt hold the audio device and loads quickly.
# so the python module doesn't hold the audio device and loads quickly.
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_JACK OFF CACHE BOOL "" FORCE)

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@@ -199,7 +199,7 @@ endfunction()
# Support per-target CMake flags
# Read from: CMAKE_C_FLAGS_**** (made upper case) when set.
#
# 'name' should alway match the target name,
# 'name' should always match the target name,
# use this macro before add_library or add_executable.
#
# Optionally takes an arg passed to set(), eg PARENT_SCOPE.
@@ -509,7 +509,7 @@ function(setup_liblinks
target_link_libraries(${target} ${GFLAGS_LIBRARIES})
endif()
# We put CLEW and CUEW here because OPENSUBDIV_LIBRARIES dpeends on them..
# We put CLEW and CUEW here because OPENSUBDIV_LIBRARIES depends on them..
if(WITH_CYCLES OR WITH_COMPOSITOR OR WITH_OPENSUBDIV)
target_link_libraries(${target} "extern_clew")
if(WITH_CUDA_DYNLOAD)

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@@ -410,7 +410,7 @@ if(${XCODE_VERSION} VERSION_EQUAL 5 OR ${XCODE_VERSION} VERSION_GREATER 5)
# Xcode 5 is always using CLANG, which has too low template depth of 128 for libmv
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ftemplate-depth=1024")
endif()
# Get rid of eventually clashes, we export some symbols explicite as local
# Get rid of eventually clashes, we export some symbols explicitly as local
set(PLATFORM_LINKFLAGS
"${PLATFORM_LINKFLAGS} -Xlinker -unexported_symbols_list -Xlinker '${CMAKE_SOURCE_DIR}/source/creator/osx_locals.map'"
)

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@@ -83,7 +83,7 @@ if(${XCODE_VERSION} VERSION_LESS 4.3)
# use guaranteed existing sdk
set(CMAKE_OSX_SYSROOT /Developer/SDKs/MacOSX${OSX_SYSTEM}.sdk CACHE PATH "" FORCE)
else()
# note: xcode-select path could be ambigous,
# note: xcode-select path could be ambiguous,
# cause /Applications/Xcode.app/Contents/Developer or /Applications/Xcode.app would be allowed
# so i use a selfcomposed bundlepath here
set(OSX_SYSROOT_PREFIX ${XCODE_BUNDLE}/Contents/Developer/Platforms/MacOSX.platform)
@@ -97,7 +97,7 @@ else()
endif()
if(OSX_SYSTEM MATCHES 10.9)
# make sure syslibs and headers are looked up in sdk ( expecially for 10.9 openGL atm. )
# make sure syslibs and headers are looked up in sdk ( especially for 10.9 openGL atm. )
set(CMAKE_FIND_ROOT_PATH ${CMAKE_OSX_SYSROOT})
endif()

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@@ -305,7 +305,7 @@ if(WITH_BOOST)
if(Boost_USE_STATIC_LIBS AND WITH_BOOST_ICU)
find_package(IcuLinux)
endif()
mark_as_advanced(Boost_DIR) # why doesnt boost do this?
mark_as_advanced(Boost_DIR) # why doesn't boost do this?
endif()
set(BOOST_INCLUDE_DIR ${Boost_INCLUDE_DIRS})

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@@ -63,7 +63,7 @@ echo "OK"
# Create checksum file
cd "$BASE_DIR"
echo -n "Createing checksum: \"$BASE_DIR/$TARBALL.md5sum\" ..."
echo -n "Creating checksum: \"$BASE_DIR/$TARBALL.md5sum\" ..."
md5sum "$TARBALL" > "$TARBALL.md5sum"
echo "OK"

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@@ -26,7 +26,7 @@ if NOT EXIST %BUILD_VS_LIBDIR% (
:RETRY
"%SVN%" checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/%BUILD_VS_SVNDIR% %BUILD_VS_LIBDIR%
if errorlevel 1 (
set /p LibRetry= "Error during donwload, retry? y/n"
set /p LibRetry= "Error during download, retry? y/n"
if /I "!LibRetry!"=="Y" (
cd %BUILD_VS_LIBDIR%
"%SVN%" cleanup

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@@ -64,6 +64,6 @@ exit /b 1
:DetectionComplete
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% Detected successfuly
echo Visual Studio %BUILD_VS_YEAR% Detected successfully
)
exit /b 0

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@@ -1,11 +1,11 @@
REM find all dependencies and set the corresponding environement variables.
REM find all dependencies and set the corresponding environment variables.
for %%X in (svn.exe) do (set SVN=%%~$PATH:X)
for %%X in (cmake.exe) do (set CMAKE=%%~$PATH:X)
for %%X in (git.exe) do (set GIT=%%~$PATH:X)
if NOT "%verbose%" == "" (
echo svn : %SVN%
echo cmake : %CMAKE%
echo git : %GIT%
echo svn : "%SVN%"
echo cmake : "%CMAKE%"
echo git : "%GIT%"
)
if "%CMAKE%" == "" (
echo Cmake not found in path, required for building, exiting...

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@@ -16,7 +16,7 @@ echo.
echo Configuration options
echo - verbose ^(enable diagnostic output during configuration^)
echo - with_tests ^(enable building unit tests^)
echo - noge ^(disable building game enginge and player^)
echo - noge ^(disable building game engine and player^)
echo - debug ^(Build an unoptimized debuggable build^)
echo - packagename [newname] ^(override default cpack package name^)
echo - buildir [newdir] ^(override default build folder^)

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@@ -3,7 +3,7 @@ Persistent Handler Example
++++++++++++++++++++++++++
By default handlers are freed when loading new files, in some cases you may
wan't the handler stay running across multiple files (when the handler is
want the handler stay running across multiple files (when the handler is
part of an add-on for example).
For this the :data:`bpy.app.handlers.persistent` decorator needs to be used.

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@@ -53,7 +53,7 @@ Here are some characteristics ID Data-Blocks share.
Simple Data Access
------------------
Lets start with a simple case, say you want a python script to adjust the objects location.
Lets start with a simple case, say you want a python script to adjust the object's location.
Start by finding this setting in the interface ``Properties Window -> Object -> Transform -> Location``

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@@ -340,11 +340,11 @@ if(WITH_CYCLES_CUDA_BINARIES)
set(CUDA_VERSION "${CUDA_VERSION_MAJOR}${CUDA_VERSION_MINOR}")
# warn for other versions
if(CUDA_VERSION MATCHES "80" OR CUDA_VERSION MATCHES "90")
if(CUDA_VERSION MATCHES "90" OR CUDA_VERSION MATCHES "91")
else()
message(WARNING
"CUDA version ${CUDA_VERSION_MAJOR}.${CUDA_VERSION_MINOR} detected, "
"build may succeed but only CUDA 8.0 is officially supported")
"build may succeed but only CUDA 9.0 and 9.1 are officially supported")
endif()
# build for each arch

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@@ -155,7 +155,7 @@ class RandomizeLocRotSize(Operator):
)
'''scale_min: FloatProperty(
name="Minimun Scale Factor",
name="Minimum Scale Factor",
description="Lowest scale percentage possible",
min=-1.0, max=1.0, precision=3,
default=0.15,

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@@ -856,7 +856,7 @@ def main(context,
projectVecs.append(averageVec.normalized())
# Get the next vec!
# Pick the face thats most different to all existing angles :)
# Pick the face that's most different to all existing angles :)
mostUniqueAngle = 1.0 # 1.0 is 0d. no difference.
mostUniqueIndex = 0 # dummy

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@@ -197,7 +197,7 @@ class OBJECT_PT_collections(ObjectButtonsPanel, Panel):
obj_name = obj.name
for collection in bpy.data.collections:
# XXX this is slow and stupid!, we need 2 checks, one thats fast
# XXX this is slow and stupid!, we need 2 checks, one that's fast
# and another that we can be sure its not a name collision
# from linked library data
collection_objects = collection.objects

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@@ -1085,7 +1085,7 @@ class VIEW3D_MT_select_edit_surface(Menu):
class VIEW3D_MT_select_edit_text(Menu):
# intentional name mis-match
# intentional name mismatch
# select menu for 3d-text doesn't make sense
bl_label = "Edit"

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@@ -246,12 +246,12 @@ void texttool_docs_show(const char *docs)
/* Ensure documentation ends with a '\n' */
if (docs[len - 1] != '\n') {
documentation = MEM_mallocN(len + 2, "Documentation");
BLI_strncpy(documentation, docs, len);
memcpy(documentation, docs, len);
documentation[len++] = '\n';
}
else {
documentation = MEM_mallocN(len + 1, "Documentation");
BLI_strncpy(documentation, docs, len);
memcpy(documentation, docs, len);
}
documentation[len] = '\0';
}

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@@ -148,7 +148,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
DRW_object_axis_orthogonal_to_view(ob, flat_axis);
if (is_flat_object_viewed_from_side) {
/* Avoid loosing flat objects when in ortho views (see T56549) */
/* Avoid losing flat objects when in ortho views (see T56549) */
struct GPUBatch *geom = DRW_cache_object_wire_outline_get(ob);
DRW_shgroup_call_object_add(stl->g_data->depth_shgrp, geom, ob);
return;

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@@ -95,7 +95,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
const float *viewport_size = DRW_viewport_size_get();
Camera *cam = (Camera *)camera->data;
/* Retreive Near and Far distance */
/* Retrieve Near and Far distance */
effects->dof_near_far[0] = -cam->clipsta;
effects->dof_near_far[1] = -cam->clipend;

View File

@@ -220,7 +220,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
}
/**
* Compute Mipmap texel alignement.
* Compute Mipmap texel alignment.
*/
for (int i = 0; i < 10; ++i) {
int mip_size[2];

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@@ -323,7 +323,7 @@ static void eevee_draw_background(void *vedata)
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(stl->effects->final_tx, use_view_settings);
/* Debug : Ouput buffer to view. */
/* Debug : Output buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer, use_view_settings);

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@@ -469,7 +469,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake)
* by the DRW mutex. */
lbake->lcache = eevee->light_cache;
/* TODO validate irradiance and reflection cache independantly... */
/* TODO validate irradiance and reflection cache independently... */
if (lbake->lcache != NULL &&
!EEVEE_lightcache_validate(lbake->lcache, lbake->cube_len, lbake->ref_cube_res, lbake->grid_len, lbake->irr_size))
{
@@ -720,7 +720,7 @@ static void eevee_lightbake_render_world_sample(void *ved, void *user_data)
Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph);
LightCache *lcache = scene_eval->eevee.light_cache;
/* TODO do this once for the whole bake when we have independant DRWManagers. */
/* TODO do this once for the whole bake when we have independent DRWManagers. */
eevee_lightbake_cache_create(vedata, lbake);
EEVEE_lightbake_render_world(sldata, vedata, lbake->rt_fb);
@@ -826,7 +826,7 @@ static void eevee_lightbake_render_grid_sample(void *ved, void *user_data)
/* Use the previous bounce for rendering this bounce. */
SWAP(GPUTexture *, lbake->grid_prev, lcache->grid_tx.tex);
/* TODO do this once for the whole bake when we have independant DRWManagers.
/* TODO do this once for the whole bake when we have independent DRWManagers.
* Warning: Some of the things above require this. */
eevee_lightbake_cache_create(vedata, lbake);
@@ -892,7 +892,7 @@ static void eevee_lightbake_render_probe_sample(void *ved, void *user_data)
EEVEE_LightProbe *eprobe = lbake->cube;
LightProbe *prb = *lbake->probe;
/* TODO do this once for the whole bake when we have independant DRWManagers. */
/* TODO do this once for the whole bake when we have independent DRWManagers. */
eevee_lightbake_cache_create(vedata, lbake);
/* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */

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@@ -357,7 +357,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
/* Only init the passes usefull for rendering the light cache. */
/* Only init the passes useful for rendering the light cache. */
void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPUTexture *rt_color, GPUTexture *rt_depth)
{
EEVEE_PassList *psl = vedata->psl;
@@ -480,7 +480,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
/* TODO (fclem): remove thoses (need to clean the GLSL files). */
/* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
@@ -519,7 +519,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_float_copy(grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f);
/* TODO (fclem) get rid of thoses UBO. */
/* TODO (fclem) get rid of those UBO. */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
}
@@ -538,7 +538,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_float_copy(shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f);
/* TODO (fclem) get rid of thoses UBO. */
/* TODO (fclem) get rid of those UBO. */
DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
@@ -907,7 +907,7 @@ static void render_cubemap(
/* 1 - Render to each cubeface individually.
* We do this instead of using geometry shader because a) it's faster,
* b) it's easier than fixing the nodetree shaders (for view dependant effects). */
* b) it's easier than fixing the nodetree shaders (for view dependent effects). */
for (int i = 0; i < 6; ++i) {
/* Setup custom matrices */
mul_m4_m4m4(matstate.viewmat, cubefacemat[i], posmat);

View File

@@ -649,7 +649,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
80.0f; /* XXX : Empirical, Fit cycles power */
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
/* Scale power to account for the lower area of the ellipse compared to the surrouding rectangle. */
/* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */
power *= 4.0f / M_PI;
}
}
@@ -1112,7 +1112,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
/* Render shadow cube */
/* Render 6 faces separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweight the instancing overhead. which is rarelly the case. */
* outweigh the instancing overhead. which is rarely the case. */
for (int j = 0; j < 6; j++) {
/* TODO optimize */
float tmp[4][4];
@@ -1219,7 +1219,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
/* Render shadow cascades */
/* Render cascade separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweight the instancing overhead. which is rarelly the case. */
* outweigh the instancing overhead. which is rarely the case. */
for (int j = 0; j < la->cascade_count; j++) {
copy_m4_m4(winmat, evscd->projmat[j]);
copy_m4_m4(persmat, evscd->viewprojmat[j]);

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@@ -972,7 +972,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
/* TODO (fclem): remove thoses (need to clean the GLSL files). */
/* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);

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@@ -71,7 +71,7 @@ static void eevee_motion_blur_camera_get_matrix_at_time(
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
/* Recalc Anim manualy */
/* Recalc Anim manually */
BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);

View File

@@ -431,7 +431,7 @@ typedef struct EEVEE_LampsInfo {
struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
/* Lights tracking */
int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */
struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */
/* Pointers only. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;

View File

@@ -210,12 +210,12 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
*
* Following Frostbite stochastic SSR.
*
* - First pass Trace rays accross the depth buffer. The hit position and pdf are
* - First pass Trace rays across the depth buffer. The hit position and pdf are
* recorded in a RGBA16F render target for each ray (sample).
*
* - We downsample the previous frame color buffer.
*
* - For each final pixel, we gather neighboors rays and choose a color buffer
* - For each final pixel, we gather neighbors rays and choose a color buffer
* mipmap for each ray using its pdf. (filtered importance sampling)
* We then evaluate the lighting from the probes and mix the results together.
*/

View File

@@ -397,7 +397,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
/* TODO (fclem): remove thoses (need to clean the GLSL files). */
/* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
@@ -483,7 +483,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
/* TODO(fclem) remove thoses "unecessary" UBOs */
/* TODO(fclem) remove those "unnecessary" UBOs */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);

View File

@@ -598,7 +598,7 @@ float G1_Smith_GGX(float NX, float a2)
/* Using Brian Karis approach and refactoring by NX/NX
* this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
* Rcp is done on the whole G later
* Note that this is not convenient for the transmition formula */
* Note that this is not convenient for the transmission formula */
return NX + sqrt(NX * (NX - NX * a2) + a2);
/* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
}
@@ -626,7 +626,7 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
}
/* ----------- Cone Apperture Approximation --------- */
/* ----------- Cone Aperture Approximation --------- */
/* Return a fitted cone angle given the input roughness */
float cone_cosine(float r)

View File

@@ -29,7 +29,7 @@ uniform sampler2D depthBuffer;
#define minmax4(a, b, c, d) max(max(max(a, b), c), d)
#endif
/* On some AMD card / driver conbination, it is needed otherwise,
/* On some AMD card / driver combination, it is needed otherwise,
* the shader does not write anything. */
#if defined(GPU_INTEL) || defined(GPU_ATI)
out vec4 fragColor;

View File

@@ -223,7 +223,7 @@ float light_visibility(LightData ld, vec3 W,
vec3 ray_ori = viewPosition;
float bias = 0.5; /* Constant Bias */
bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependant bias */
bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependent bias */
bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset;
vec3 nor_bias = viewNormal * bias;

View File

@@ -249,7 +249,7 @@ void CLOSURE_NAME(
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* ---------------------------------------------------------------- */
/* Accumulate incomming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
/* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
#ifdef CLOSURE_GLOSSY
vec4 spec_accum = vec4(0.0);
#endif
@@ -409,7 +409,7 @@ void CLOSURE_NAME(
vec2 uv = lut_coords(NV, roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
/* This factor is outputed to be used by SSR in order
/* This factor is outputted to be used by SSR in order
* to match the intensity of the regular reflections. */
ssr_spec = F_ibl(f0, brdf_lut);
float spec_occlu = specular_occlusion(NV, final_ao, roughness);

View File

@@ -119,7 +119,7 @@ void prepare_raycast(
#define prev_delta times_and_deltas.w
// #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */
/* Return the hit position, and negate the z component (making it positive) if not hit occured. */
/* Return the hit position, and negate the z component (making it positive) if not hit occurred. */
/* __ray_dir__ is the ray direction premultiplied by it's maximum length */
vec3 raycast(
int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter,

View File

@@ -3,7 +3,7 @@
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
/* Step 3 : Integrate for each froxel the final amount of light
* scattered back to the viewer and the amout of transmittance. */
* scattered back to the viewer and the amount of transmittance. */
uniform sampler3D volumeScattering; /* Result of the scatter step */
uniform sampler3D volumeExtinction;

View File

@@ -424,7 +424,7 @@ void GPENCIL_cache_init(void *vedata)
stl->storage->color_type = GPENCIL_COLOR_SOLID;
}
/* drawing buffer pass for drawing the stroke that is beeing drawing by the user. The data
/* drawing buffer pass for drawing the stroke that is being drawing by the user. The data
* is stored in sbuffer
*/
psl->drawing_pass = DRW_pass_create(
@@ -684,7 +684,7 @@ void GPENCIL_draw_scene(void *ved)
const bool playing = stl->storage->is_playing;
const bool is_render = stl->storage->is_render;
/* paper pass to display a confortable area to draw over complex scenes with geometry */
/* paper pass to display a comfortable area to draw over complex scenes with geometry */
if ((!is_render) && (obact) && (obact->type == OB_GPENCIL)) {
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(v3d->gp_flag & V3D_GP_SHOW_PAPER))

View File

@@ -271,7 +271,7 @@ typedef struct GPENCIL_e_data {
typedef struct GpencilBatchCache {
/* For normal strokes, a variable number of batch can be needed depending of number of strokes.
It could use the stroke number as total size, but when activate the onion skining, the number
can change, so the size is changed dinamically.
can change, so the size is changed dynamically.
*/
GPUBatch **batch_stroke;
GPUBatch **batch_fill;

View File

@@ -234,7 +234,7 @@ static float *create_disk_samples(int num_samples, int num_iterations)
float phi = (float)dphi * 2.0f * M_PI + it_add;
texels[i][0] = cosf(phi);
texels[i][1] = sinf(phi);
/* This deliberatly distribute more samples
/* This deliberately distribute more samples
* at the center of the disk (and thus the shadow). */
texels[i][2] = r;
}

View File

@@ -608,7 +608,7 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DRW_draw_pass(psl->transparent_accum_pass);
}
else {
/* TODO(fclem): this is unecessary and takes up perf.
/* TODO(fclem): this is unnecessary and takes up perf.
* Better change the composite frag shader to not use the tx. */
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
GPU_framebuffer_bind(fbl->transparent_accum_fb);

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@@ -286,7 +286,7 @@ static void drw_shgroup_bone_envelope(
float fac_head = (len - head_sphere[3]) / len;
float fac_tail = (len - tail_sphere[3]) / len;
/* Small epsilon to avoid problem with float precison in shader. */
/* Small epsilon to avoid problem with float precision in shader. */
if (len > (tail_sphere[3] + head_sphere[3]) + 1e-8f) {
copy_v4_v4(tmp_sphere, head_sphere);

View File

@@ -379,7 +379,7 @@ static void mesh_render_calc_normals_loop_and_poly(const Mesh *me, const float s
/**
* TODO(campbell): 'gpumat_array' may include materials linked to the object.
* While not default, object materials should be supported.
* Although this only impacts the data thats generated, not the materials that display.
* Although this only impacts the data that's generated, not the materials that display.
*/
static MeshRenderData *mesh_render_data_create_ex(
Mesh *me, const int types,

View File

@@ -759,11 +759,11 @@ static void particle_batch_cache_ensure_procedural_final_points(
cache->final[subdiv].proc_buf = GPU_vertbuf_create_with_format(&format);
/* Create a destination buffer for the tranform feedback. Sized appropriately */
/* Thoses are points! not line segments. */
/* Create a destination buffer for the transform feedback. Sized appropriately */
/* Those are points! not line segments. */
GPU_vertbuf_data_alloc(cache->final[subdiv].proc_buf, cache->final[subdiv].strands_res * cache->strands_len);
/* Create vbo immediatly to bind to texture buffer. */
/* Create vbo immediately to bind to texture buffer. */
GPU_vertbuf_use(cache->final[subdiv].proc_buf);
cache->final[subdiv].proc_tex = GPU_texture_create_from_vertbuf(cache->final[subdiv].proc_buf);
@@ -913,7 +913,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
MEM_freeN(parent_mcol);
}
/* Create vbo immediatly to bind to texture buffer. */
/* Create vbo immediately to bind to texture buffer. */
GPU_vertbuf_use(cache->proc_strand_buf);
cache->strand_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_buf);
@@ -1026,7 +1026,7 @@ static void particle_batch_cache_ensure_procedural_pos(
}
}
/* Create vbo immediatly to bind to texture buffer. */
/* Create vbo immediately to bind to texture buffer. */
GPU_vertbuf_use(cache->proc_point_buf);
cache->point_tex = GPU_texture_create_from_vertbuf(cache->proc_point_buf);

View File

@@ -105,7 +105,7 @@ typedef struct GlobalsUboStorage {
/* NOTE! Put all color before UBO_LAST_COLOR */
/* Pack individual float at the end of the buffer to avoid alignement errors */
/* Pack individual float at the end of the buffer to avoid alignment errors */
float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
float gridDistance, gridResolution, gridSubdivisions, gridScale;

View File

@@ -57,7 +57,7 @@ typedef enum ParticleRefineShader {
} ParticleRefineShader;
static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
static DRWPass *g_tf_pass; /* XXX can be a problem with mulitple DRWManager in the future */
static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_common_hair_refine_vert_glsl[];

View File

@@ -26,7 +26,7 @@
/**
* DRW Instance Data Manager
* This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation.
* This way we avoid feeding gawain each instance data one by one and unecessary memcpy.
* This way we avoid feeding gawain each instance data one by one and unnecessary memcpy.
* Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size
* to avoid to realloc each frame.
* This is why DRWInstanceDatas are sorted in a list for each different data size.
@@ -406,7 +406,7 @@ void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist)
idatalist->idata_head[i] = next_idata;
}
else {
/* idatalist->idata_tail[i] is garanteed not to be null in this case. */
/* idatalist->idata_tail[i] is guaranteed not to be null in this case. */
idatalist->idata_tail[i]->next = next_idata;
}
DRW_instance_data_free(idata);

View File

@@ -965,7 +965,7 @@ static void drw_engines_cache_populate(Object *ob)
DST.ob_state = NULL;
/* HACK: DrawData is copied by COW from the duplicated object.
* This is valid for IDs that cannot be instanciated but this
* This is valid for IDs that cannot be instantiated but this
* is not what we want in this case so we clear the pointer
* ourselves here. */
drw_drawdata_unlink_dupli((ID *)ob);
@@ -1092,7 +1092,7 @@ int DRW_draw_region_engine_info_offset(void)
void DRW_draw_region_engine_info(void)
{
const char *info_array_final[MAX_INFO_LINES + 1];
/* This should be maxium number of engines running at the same time. */
/* This should be maximum number of engines running at the same time. */
char info_array[MAX_INFO_LINES][GPU_INFO_SIZE];
int i = 0;
@@ -1579,7 +1579,7 @@ void DRW_draw_render_loop_ex(
if (G.debug_value > 20 && G.debug_value < 30) {
glDisable(GL_DEPTH_TEST);
rcti rect; /* local coordinate visible rect inside region, to accomodate overlapping ui */
rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */
ED_region_visible_rect(DST.draw_ctx.ar, &rect);
DRW_stats_draw(&rect);
glEnable(GL_DEPTH_TEST);
@@ -1899,7 +1899,7 @@ void DRW_render_object_iter(
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
}
/* Assume a valid gl context is bound (and that the gl_context_mutex has been aquired).
/* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired).
* This function only setup DST and execute the given function.
* Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */
void DRW_custom_pipeline(

View File

@@ -120,8 +120,8 @@ typedef struct DRWCallState {
float modelviewinverse[4][4];
float modelviewprojection[4][4];
float normalview[3][3];
float normalworld[3][3]; /* Not view dependant */
float orcotexfac[2][3]; /* Not view dependant */
float normalworld[3][3]; /* Not view dependent */
float orcotexfac[2][3]; /* Not view dependent */
float eyevec[3];
} DRWCallState;
@@ -355,9 +355,9 @@ typedef struct DRWManager {
bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
/* View dependant uniforms. */
/* View dependent uniforms. */
DRWMatrixState original_mat; /* Original rv3d matrices. */
int override_mat; /* Bitflag of which matrices are overriden. */
int override_mat; /* Bitflag of which matrices are overridden. */
int num_clip_planes; /* Number of active clipplanes. */
bool dirty_mat;
@@ -381,7 +381,7 @@ typedef struct DRWManager {
* the top portion of the struct so DO NOT MOVE IT! */
void *gl_context; /* Unique ghost context used by the draw manager. */
GPUContext *gpu_context;
TicketMutex *gl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */
TicketMutex *gl_context_mutex; /* Mutex to lock the drw manager and avoid concurrent context usage. */
/** GPU Resource State: Memory storage between drawing. */
struct {

View File

@@ -145,7 +145,7 @@ void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, con
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1);
}
/* Same as DRW_shgroup_uniform_texture but is garanteed to be bound if shader does not change between shgrp. */
/* Same as DRW_shgroup_uniform_texture but is guaranteed to be bound if shader does not change between shgrp. */
void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
{
BLI_assert(tex != NULL);
@@ -158,7 +158,7 @@ void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1);
}
/* Same as DRW_shgroup_uniform_block but is garanteed to be bound if shader does not change between shgrp. */
/* Same as DRW_shgroup_uniform_block but is guaranteed to be bound if shader does not change between shgrp. */
void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo)
{
BLI_assert(ubo != NULL);
@@ -960,7 +960,7 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch
drw_call_calc_orco(NULL, shgroup->instance_orcofac);
/* PERF : This destroys the vaos cache so better check if it's necessary. */
/* Note: This WILL break if batch->verts[0] is destroyed and reallocated
* at the same adress. Bindings/VAOs would remain obsolete. */
* at the same address. Bindings/VAOs would remain obsolete. */
//if (shgroup->instancing_geom->inst != batch->verts[0])
GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false);
@@ -1123,7 +1123,7 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
/**
* Sort Shading groups by decreasing Z of their first draw call.
* This is usefull for order dependant effect such as transparency.
* This is useful for order dependent effect such as transparency.
**/
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{

View File

@@ -788,7 +788,7 @@ static void draw_matrices_model_prepare(DRWCallState *st)
/* set eye vector, transformed to object coords */
mul_m3_v3(tmp, st->eyevec);
}
/* Non view dependant */
/* Non view dependent */
if (st->matflag & DRW_CALL_MODELINVERSE) {
invert_m4_m4(st->modelinverse, st->model);
st->matflag &= ~DRW_CALL_MODELINVERSE;
@@ -908,7 +908,7 @@ static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
/* printf so user can report bad behaviour */
printf("Not enough ubo slots! This should not happen!\n");
/* This is not depending on user input.
* It is our responsability to make sure there is enough slots. */
* It is our responsibility to make sure there is enough slots. */
BLI_assert(0);
}
slot_flags[bind_num] = bind_type;

View File

@@ -272,7 +272,7 @@ static void EDIT_CURVE_cache_finish(void *vedata)
EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
/* Do something here! dependant on the objects gathered */
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}

View File

@@ -213,7 +213,7 @@ static void EDIT_LATTICE_cache_finish(void *vedata)
EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
/* Do something here! dependant on the objects gathered */
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}

View File

@@ -193,7 +193,7 @@ static void EDIT_SURFACE_cache_finish(void *vedata)
EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl;
EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl;
/* Do something here! dependant on the objects gathered */
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}

View File

@@ -294,7 +294,7 @@ static void EDIT_TEXT_cache_finish(void *vedata)
EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
/* Do something here! dependant on the objects gathered */
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}

View File

@@ -259,7 +259,7 @@ static void overlay_cache_populate(void *vedata, Object *ob)
DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat);
}
else if (is_flat_object_viewed_from_side) {
/* Avoid loosing flat objects when in ortho views (see T56549) */
/* Avoid losing flat objects when in ortho views (see T56549) */
struct GPUBatch *geom = DRW_cache_object_wire_outline_get(ob);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
DRWShadingGroup *shgrp = DRW_shgroup_create(sh, psl->flat_wireframe_pass);

View File

@@ -349,7 +349,7 @@ static void PAINT_TEXTURE_cache_finish(void *vedata)
PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
/* Do something here! dependant on the objects gathered */
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl);
MEM_SAFE_FREE(stl->g_data->shgroup_image_array);

View File

@@ -229,7 +229,7 @@ static void SCULPT_cache_finish(void *vedata)
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
/* Do something here! dependant on the objects gathered */
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}

View File

@@ -2,7 +2,7 @@
uniform mat4 ViewProjectionMatrix;
uniform vec3 screenVecs[3];
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
in vec2 screenPos;
in vec3 colorAxis;

View File

@@ -7,7 +7,7 @@ uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
uniform float lineThickness = 2.0;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec2 pos0;
in vec2 pos1;
in vec2 pos2;

View File

@@ -3,7 +3,7 @@ uniform mat4 ViewMatrix;
uniform mat4 ViewMatrixInverse;
uniform mat4 ViewProjectionMatrix;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec3 pos;
/* ---- Per instance Attribs ---- */

View File

@@ -5,7 +5,7 @@ uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec3 pos;
in vec3 snor;

View File

@@ -6,7 +6,7 @@ uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec3 pos;
in vec3 nor;

View File

@@ -4,7 +4,7 @@ uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
uniform float lineThickness = 2.0;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec2 pos0;
in vec2 pos1;

View File

@@ -2,7 +2,7 @@
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec2 pos;
/* ---- Per instance Attribs ---- */

View File

@@ -4,7 +4,7 @@ uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrix;
uniform vec2 viewportSize;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec2 pos; /* bone aligned screen space */
in uint flag;
@@ -33,7 +33,7 @@ noperspective out float colorFac;
flat out vec4 finalWireColor;
flat out vec4 finalInnerColor;
uniform float stickSize = 5.0; /* might be dependant on DPI setting in the future. */
uniform float stickSize = 5.0; /* might be dependent on DPI setting in the future. */
/* project to screen space */
vec2 proj(vec4 pos)

View File

@@ -14,7 +14,7 @@ uniform int hairStrandsRes = 8;
/**
* hairThicknessRes : Subdiv around the hair.
* 1 - Wire Hair: Only one pixel thick, independant of view distance.
* 1 - Wire Hair: Only one pixel thick, independent of view distance.
* 2 - Polystrip Hair: Correct width, flat if camera is parallel.
* 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
**/

View File

@@ -68,7 +68,7 @@ void main()
distToEdgeAndPoint((ssPos[2] - ssPos[1]) + 1e-8, ssPos[1], e.x, p.y);
distToEdgeAndPoint((ssPos[0] - ssPos[2]) + 1e-8, ssPos[2], e.y, p.z);
/* Step 2 : coloring (order dependant) */
/* Step 2 : coloring (order dependent) */
/* Face */
FragColor = faceColor;

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@@ -2,7 +2,7 @@
uniform mat4 ViewProjectionMatrix;
uniform vec3 screenVecs[3];
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
in vec2 screenPos;

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@@ -2,7 +2,7 @@
uniform mat4 ViewProjectionMatrix;
uniform vec2 aspect;
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec2 texCoord;
in vec2 pos;
/* ---- Per instance Attribs ---- */

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@@ -97,7 +97,7 @@ void main()
vec2 sPos = gl_FragCoord.xy / viewportSize; /* Screen [0,1] position */
/* To reduce artifacts, use a local version of the positions
* to compute derivatives since they are not position dependant.
* to compute derivatives since they are not position dependent.
* This gets rid of the blocky artifacts. Unfortunately we still
* need the world position for the grid to scale properly from the origin. */
vec3 gPos, wPos; /* Grid pos., World pos. */
@@ -222,7 +222,7 @@ void main()
else {
/* Manual, non hard, depth test:
* Progressively fade the grid below occluders
* (avoids poping visuals due to depth buffer precision) */
* (avoids popping visuals due to depth buffer precision) */
/* Harder settings tend to flicker more,
* but have less "see through" appearance. */
const float test_hardness = 1e7;

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@@ -7,7 +7,7 @@
uniform mat4 ViewProjectionMatrix;
uniform vec3 screen_vecs[2];
/* ---- Instanciated Attribs ---- */
/* ---- Instantiated Attribs ---- */
in vec2 pos;
/* ---- Per instance Attribs ---- */

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@@ -29,7 +29,7 @@ void main()
return;
/* Don't outline if concave edge. */
/* That would hide a lot of non usefull edge but it flickers badly.
/* That would hide a lot of non useful edge but it flickers badly.
* TODO revisit later... */
// if (dot(n0, v13) > 0.01)
// return;

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@@ -2457,7 +2457,7 @@ PyDoc_STRVAR(bpy_bmelemseq_index_update_doc,
" .. note::\n"
"\n"
" Running this on sequences besides :class:`BMesh.verts`, :class:`BMesh.edges`, :class:`BMesh.faces`\n"
" works but won't result in each element having a valid index, insted its order in the sequence will be set.\n"
" works but wont result in each element having a valid index, instead its order in the sequence will be set.\n"
);
static PyObject *bpy_bmelemseq_index_update(BPy_BMElemSeq *self)
{

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@@ -944,7 +944,7 @@ PyObject *BPy_Wrap_GetKeys(IDProperty *prop)
/* pass */
}
if (i != prop->len) { /* if the loop didnt finish, we know the length is wrong */
if (i != prop->len) { /* if the loop didn't finish, we know the length is wrong */
BPy_IDGroup_CorrectListLen(prop, list, i, __func__);
Py_DECREF(list); /*free the list*/
/*call self again*/

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@@ -618,7 +618,7 @@ const char *PyC_UnicodeAsByteAndSize(PyObject *py_str, Py_ssize_t *size, PyObjec
if (result) {
/* 99% of the time this is enough but we better support non unicode
* chars since blender doesnt limit this */
* chars since blender doesn't limit this */
return result;
}
else {
@@ -671,7 +671,7 @@ PyObject *PyC_UnicodeFromByteAndSize(const char *str, Py_ssize_t size)
PyObject *result = PyUnicode_FromStringAndSize(str, size);
if (result) {
/* 99% of the time this is enough but we better support non unicode
* chars since blender doesnt limit this */
* chars since blender doesn't limit this */
return result;
}
else {

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@@ -23,7 +23,7 @@
/** \file blender/python/intern/bpy_path.c
* \ingroup pythonintern
*
* This file defines '_bpy_path' module, Some 'C' funtionality used by 'bpy.path'
* This file defines '_bpy_path' module, Some 'C' functionality used by 'bpy.path'
*/
#include <Python.h>

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@@ -2360,7 +2360,7 @@ static int pyrna_prop_collection_subscript_str_lib_pair_ptr(
}
else {
PyErr_Format(PyExc_KeyError,
"%s: lib must be a sting or None, not %.200s",
"%s: lib must be a string or None, not %.200s",
err_prefix, Py_TYPE(keylib)->tp_name);
return -1;
}
@@ -4162,7 +4162,7 @@ static PyObject *pyrna_struct_meta_idprop_getattro(PyObject *cls, PyObject *attr
* <bpy_struct, BoolProperty("foo")>
* ...rather than returning the deferred class register tuple as checked by pyrna_is_deferred_prop()
*
* Disable for now, this is faking internal behavior in a way thats too tricky to maintain well. */
* Disable for now, this is faking internal behavior in a way that's too tricky to maintain well. */
#if 0
if (ret == NULL) { // || pyrna_is_deferred_prop(ret)
StructRNA *srna = srna_from_self(cls, "StructRNA.__getattr__");

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@@ -641,7 +641,7 @@ PyMODINIT_FUNC PyInit_mathutils(void)
/* submodule */
PyModule_AddObject(mod, "geometry", (submodule = PyInit_mathutils_geometry()));
/* XXX, python doesnt do imports with this usefully yet
/* XXX, python doesn't do imports with this usefully yet
* 'from mathutils.geometry import PolyFill'
* ...fails without this. */
PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);

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@@ -1265,7 +1265,7 @@ static PyObject *M_Geometry_tessellate_polygon(PyObject *UNUSED(self), PyObject
BKE_displist_fill(&dispbase, &dispbase, NULL, false);
/* The faces are stored in a new DisplayList
* thats added to the head of the listbase */
* that's added to the head of the listbase */
dl = dispbase.first;
tri_list = PyList_New(dl->parts);

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@@ -136,7 +136,7 @@ def filter_op_list(operators):
def reset_blend():
bpy.ops.wm.read_factory_settings()
for scene in bpy.data.scenes:
# reduce range so any bake action doesnt take too long
# reduce range so any bake action doesn't take too long
scene.frame_start = 1
scene.frame_end = 5

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@@ -181,7 +181,7 @@ def main():
sys.exit(1)
if md5 != md5_new:
print(" Running: %s\n MD5 Recieved: %s\n MD5 Expected: %s" % (run, md5_new, md5))
print(" Running: %s\n MD5 Received: %s\n MD5 Expected: %s" % (run, md5_new, md5))
sys.exit(1)
print(" Success: %s" % run)