Cleanup: comment spelling
This commit is contained in:
@@ -29,7 +29,7 @@
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* get a separate RTCDevice to correctly keep track of memory usage.
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*
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* Vertex and index buffers are duplicated between Cycles device arrays and Embree. These could be
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* merged, which would requrie changes to intersection refinement, shader setup, mesh light
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* merged, which would require changes to intersection refinement, shader setup, mesh light
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* sampling and a few other places in Cycles where direct access to vertex data is required.
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*/
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@@ -244,7 +244,7 @@ ccl_device_inline void path_branched_rng_2D(KernelGlobals *kg,
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fy);
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}
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/* Utitility functions to get light termination value,
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/* Utility functions to get light termination value,
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* since it might not be needed in many cases.
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*/
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ccl_device_inline float path_state_rng_light_termination(KernelGlobals *kg,
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@@ -75,7 +75,7 @@ typedef struct Global {
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* * 666: Use quicker batch delete for outliners' delete hierarchy (01/2019).
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* * 777: Enable UI node panel's sockets polling (11/2011).
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* * 799: Enable some mysterious new depsgraph behavior (05/2015).
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* * 1112: Disable new Cloth internal springs hanlding (09/2014).
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* * 1112: Disable new Cloth internal springs handling (09/2014).
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* * 1234: Disable new dyntopo code fixing skinny faces generation (04/2015).
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* * 16384 and above: Reserved for python (add-ons) usage.
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*/
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@@ -1387,9 +1387,11 @@ static void loop_split_worker(TaskPool *__restrict pool, void *taskdata, int UNU
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#endif
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}
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/* Check whether gievn loop is part of an unknown-so-far cyclic smooth fan, or not.
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/**
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* Check whether given loop is part of an unknown-so-far cyclic smooth fan, or not.
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* Needed because cyclic smooth fans have no obvious 'entry point',
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* and yet we need to walk them once, and only once. */
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* and yet we need to walk them once, and only once.
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*/
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static bool loop_split_generator_check_cyclic_smooth_fan(const MLoop *mloops,
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const MPoly *mpolys,
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const int (*edge_to_loops)[2],
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@@ -496,7 +496,7 @@ static float rotation_contribution(TrackStabilizationBase *track_ref,
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* Currently, the public API functions do not support this flexibility.
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* Rather, rotation will always be applied around a fixed origin.
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* As a workaround, we shift the image after rotation to match the
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* desired rotation centre. And since this offset needs to be applied
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* desired rotation center. And since this offset needs to be applied
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* after the rotation and scaling, we can collapse it with the
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* translation compensation, which is also a lateral shift (offset).
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* The offset to apply is intended_pivot - rotated_pivot
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@@ -640,9 +640,9 @@ static bool average_track_contributions(StabContext *ctx,
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/* Calculate weight center of location tracks for given frame.
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* This function performs similar calculations as average_track_contributions(),
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* but does not require the tracks to be initialized for stabilisation. Moreover,
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* but does not require the tracks to be initialized for stabilization. Moreover,
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* when there is no usable tracking data for the given frame number, data from
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* a neighbouring frame is used. Thus this function can be used to calculate
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* a neighboring frame is used. Thus this function can be used to calculate
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* a starting point on initialization.
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*/
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static void average_marker_positions(StabContext *ctx, int framenr, float r_ref_pos[2])
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@@ -210,8 +210,8 @@ MINLINE axis_t max_axis(axis_t a, axis_t b)
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#endif
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/**
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* Introsort
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* with permission deriven from the following Java code:
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* Intro-sort
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* with permission deriving from the following Java code:
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* http://ralphunden.net/content/tutorials/a-guide-to-introsort/
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* and he derived it from the SUN STL
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*/
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@@ -603,7 +603,9 @@ static void build_implicit_tree_helper(const BVHTree *tree, BVHBuildHelper *data
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data->remain_leafs = remain + nnodes;
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}
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// return the min index of all the leafs archivable with the given branch
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/**
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* Return the min index of all the leafs achievable with the given branch.
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*/
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static int implicit_leafs_index(const BVHBuildHelper *data, const int depth, const int child_index)
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{
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int min_leaf_index = child_index * data->leafs_per_child[depth - 1];
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@@ -623,14 +625,14 @@ static int implicit_leafs_index(const BVHBuildHelper *data, const int depth, con
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* Generalized implicit tree build
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*
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* An implicit tree is a tree where its structure is implied,
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* thus there is no need to store child pointers or indexs.
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* thus there is no need to store child pointers or indexes.
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* Its possible to find the position of the child or the parent with simple maths
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* (multiplication and adittion).
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* (multiplication and addition).
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* This type of tree is for example used on heaps..
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* where node N has its childs at indexs N*2 and N*2+1.
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* where node N has its child at indices N*2 and N*2+1.
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*
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* Although in this case the tree type is general.. and not know until runtime.
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* tree_type stands for the maximum number of childs that a tree node can have.
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* Although in this case the tree type is general.. and not know until run-time.
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* tree_type stands for the maximum number of children that a tree node can have.
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* All tree types >= 2 are supported.
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*
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* Advantages of the used trees include:
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@@ -1792,7 +1794,7 @@ void BLI_bvhtree_ray_cast_all(BVHTree *tree,
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/* -------------------------------------------------------------------- */
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/** \name BLI_bvhtree_range_query
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*
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* Allocs and fills an array with the indexs of node that are on the given spherical range
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* Allocates and fills an array with the indices of node that are on the given spherical range
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* (center, radius).
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* Returns the size of the array.
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*
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@@ -2532,7 +2532,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3],
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}
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/*---test edges---*/
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sub_v3_v3v3(e3, v2, v1); /* wasnt yet calculated */
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sub_v3_v3v3(e3, v2, v1); /* wasn't yet calculated */
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/*e1*/
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sub_v3_v3v3(bv, v0, p1);
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@@ -1040,7 +1040,7 @@ static void write_nodetree_nolib(WriteData *wd, bNodeTree *ntree)
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/* pass */
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}
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else if ((ntree->type == NTREE_COMPOSIT) && (node->type == CMP_NODE_GLARE)) {
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/* Simple forward compat for fix for T50736.
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/* Simple forward compatibility for fix for T50736.
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* Not ideal (there is no ideal solution here), but should do for now. */
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NodeGlare *ndg = node->storage;
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/* Not in undo case. */
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@@ -398,7 +398,7 @@ bool BCAnimationCurve::add_value_from_matrix(const BCSample &sample, const int f
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{
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int array_index = curve_key.get_array_index();
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/* transformation curves are feeded directly from the transformation matrix
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/* transformation curves are fed directly from the transformation matrix
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* to resolve parent inverse matrix issues with object hierarchies.
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* Maybe this can be unified with the
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*/
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@@ -274,7 +274,7 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
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int i = im_samp_map[key];
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std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
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COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)
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samp_surf[i]; // possibly uninitialised memory ...
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samp_surf[i]; // possibly uninitialized memory ...
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writeTextures(ep, key, sampler, t, ima, uvname);
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}
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#endif
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@@ -92,7 +92,7 @@ struct Scene *DEG_get_evaluated_scene(const struct Depsgraph *graph);
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*
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* Use in exceptional case if it's absolutely must to.
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*
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* Allows to pass depsgraph == NULL, wil lreturn NULL in that case. */
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* Allows to pass depsgraph == NULL, will return NULL in that case. */
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struct Scene *DEG_get_evaluated_scene_if_exists(const struct Depsgraph *graph);
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/* Get view layer at its evaluated state.
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@@ -809,7 +809,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
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}
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/**
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* Order Independant Transparency.
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* Order Independent Transparency.
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* Similar to workbench forward. Duplicated code to avoid
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* spaghetti with workbench forward. It would be great if we unify
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* this in a clean way.
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@@ -226,9 +226,9 @@ static void EDIT_MESH_engine_init(void *vedata)
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_edit_mesh_overlay_common_lib_glsl);
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/* Use geometry shader to draw edge wireframe. This ensure us
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* the same result accross platforms and more flexibility. But
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* we pay the cost of running a geometry shader.
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/* Use geometry shader to draw edge wire-frame. This ensure us
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* the same result across platforms and more flexibility.
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* But we pay the cost of running a geometry shader.
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* In the future we might consider using only the vertex shader
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* and loading data manually with buffer textures. */
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const bool use_geom_shader = true;
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@@ -113,7 +113,7 @@ static void animedit_get_yscale_factor(bAnimContext *ac)
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*/
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ac->yscale_fac = btheme->space_action.keyframe_scale_fac;
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/* clamp to avoid problems with uninitialised values... */
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/* clamp to avoid problems with uninitialized values... */
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if (ac->yscale_fac < 0.1f) {
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ac->yscale_fac = 1.0f;
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}
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@@ -446,7 +446,7 @@ static void get_pixel(const ImBuf *ibuf, const int idx, float r_col[4])
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}
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else {
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/* XXX: This case probably doesn't happen, as we only write to the float buffer,
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* but we get compiler warnings about uninitialised vars otherwise
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* but we get compiler warnings about uninitialized vars otherwise
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*/
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BLI_assert(!"gpencil_fill.c - get_pixel() non-float case is used!");
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zero_v4(r_col);
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@@ -1378,7 +1378,7 @@ static bool ui_but_event_property_operator_string(const bContext *C,
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*
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* but it's actually quite logical. It's designed to be 'upwards compatible'
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* for muscle memory so that the menu item locations are fixed and don't move
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* as new items are added to the menu later on. It also optimises efficiency -
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* as new items are added to the menu later on. It also optimizes efficiency -
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* a radial menu is best kept symmetrical, with as large an angle between
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* items as possible, so that the gestural mouse movements can be fast and inexact.
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*
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@@ -278,9 +278,9 @@ static int ui_layout_vary_direction(uiLayout *layout)
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static bool ui_layout_variable_size(uiLayout *layout)
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{
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/* Note that this code is probably a bit flacky, we'd probably want to know whether it's
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/* Note that this code is probably a bit flakey, we'd probably want to know whether it's
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* variable in X and/or Y, etc. But for now it mimics previous one,
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* with addition of variable flag set for children of gridflow layouts. */
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* with addition of variable flag set for children of grid-flow layouts. */
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return ui_layout_vary_direction(layout) == UI_ITEM_VARY_X || layout->variable_size;
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}
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@@ -1504,7 +1504,7 @@ static void UI_OT_reloadtranslation(wmOperatorType *ot)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Prese Button Operator
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/** \name Press Button Operator
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* \{ */
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static ARegion *region_event_inside_for_screen(bContext *C, const int xy[2])
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@@ -322,7 +322,7 @@ void ED_mesh_mirrtopo_init(Mesh *me,
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BMVert **vtable = em->bm->vtable;
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for (a = 1; a <= totvert; a++) {
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// printf("I %d %ld %d\n",
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// (a - last), MirrTopoPairs[a].hash, MirrTopoPairs[a].v_indexs);
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// (a - last), MirrTopoPairs[a].hash, MirrTopoPairs[a].v_index);
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if ((a == totvert) || (topo_pairs[a - 1].hash != topo_pairs[a].hash)) {
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const int match_count = a - last;
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if (match_count == 2) {
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@@ -16,7 +16,7 @@
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/** \file
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* \ingroup freestyle
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* \brief Class to define the represenation of a triangle
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* \brief Class to define the representation of a triangle
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*/
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#include "TriangleRep.h"
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@@ -19,7 +19,7 @@
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/** \file
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* \ingroup freestyle
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* \brief Class to define the represenation of a triangle
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* \brief Class to define the representation of a triangle
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*/
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//! inherits from class Rep
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@@ -104,7 +104,7 @@ class SpatialNoiseShader : public StrokeShader {
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* Smoothes the stroke.
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* (Moves the vertices to make the stroke smoother).
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* Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we
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* use is anisotropic to prevent the diffusion accross corners. \see \htmlonly <a
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* use is anisotropic to prevent the diffusion across corners. \see \htmlonly <a
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* href=/smoothing/smoothing.html>smoothing/smoothing.html</a> \endhtmlonly
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*/
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class SmoothingShader : public StrokeShader {
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@@ -471,7 +471,7 @@ class ViewEdge;
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* This FEdge can represent a silhouette, a crease, a ridge/valley, a border or a suggestive
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* contour. For silhouettes, the FEdge is oriented such as, the visible face lies on the left of
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* the edge. For borders, the FEdge is oriented such as, the face lies on the left of the edge. An
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* FEdge can represent an initial edge of the mesh or runs accross a face of the initial mesh
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* FEdge can represent an initial edge of the mesh or runs across a face of the initial mesh
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* depending on the smoothness or sharpness of the mesh. This class is specialized into a smooth
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* and a sharp version since their properties slightly vary from one to the other.
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*/
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@@ -1363,19 +1363,19 @@ class FEdgeSmooth : public FEdge {
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return _FaceMark;
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}
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/*! Returns the normal to the Face it is running accross. */
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/*! Returns the normal to the Face it is running across. */
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inline const Vec3r &normal()
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{
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return _Normal;
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}
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/*! Returns the index of the material of the face it is running accross. */
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/*! Returns the index of the material of the face it is running across. */
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inline unsigned frs_materialIndex() const
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{
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return _FrsMaterialIndex;
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}
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/*! Returns the material of the face it is running accross. */
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/*! Returns the material of the face it is running across. */
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const FrsMaterial &frs_material() const;
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inline void setFace(void *iFace)
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@@ -1389,13 +1389,13 @@ class FEdgeSmooth : public FEdge {
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_FaceMark = iFaceMark;
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}
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/*! Sets the normal to the Face it is running accross. */
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/*! Sets the normal to the Face it is running across. */
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inline void setNormal(const Vec3r &iNormal)
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{
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_Normal = iNormal;
|
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}
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/*! Sets the index of the material of the face it is running accross. */
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/*! Sets the index of the material of the face it is running across. */
|
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inline void setFrsMaterialIndex(unsigned i)
|
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{
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_FrsMaterialIndex = i;
|
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@@ -729,7 +729,7 @@ static void ffmpeg_postprocess(struct anim *anim)
|
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return;
|
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}
|
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|
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/* This means the data wasnt read properly,
|
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/* This means the data wasn't read properly,
|
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* this check stops crashing */
|
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if (input->data[0] == 0 && input->data[1] == 0 && input->data[2] == 0 && input->data[3] == 0) {
|
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fprintf(stderr,
|
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|
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@@ -137,7 +137,7 @@ static int imb_save_dpx_cineon(ImBuf *ibuf, const char *filename, int use_cineon
|
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|
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if (ibuf->rect_float != NULL && bitspersample != 8) {
|
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/* don't use the float buffer to save 8 bpp picture to prevent color banding
|
||||
* (there's no dithering algorithm behing the logImageSetDataRGBA function) */
|
||||
* (there's no dithering algorithm behind the logImageSetDataRGBA function) */
|
||||
|
||||
fbuf = (float *)MEM_mallocN(ibuf->x * ibuf->y * 4 * sizeof(float),
|
||||
"fbuf in imb_save_dpx_cineon");
|
||||
|
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@@ -356,7 +356,7 @@ static ImBuf *ibJpegImageFromCinfo(struct jpeg_decompress_struct *cinfo, int fla
|
||||
/*
|
||||
* Because JPEG format don't support the
|
||||
* pair "key/value" like PNG, we store the
|
||||
* stampinfo in a single "encode" string:
|
||||
* stamp-info in a single "encode" string:
|
||||
* "Blender:key:value"
|
||||
*
|
||||
* That is why we need split it to the
|
||||
|
||||
@@ -492,7 +492,7 @@ enum {
|
||||
* but is used (linked) directly by current .blend file. */
|
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LIB_TAG_EXTERN = 1 << 0,
|
||||
/* RESET_NEVER Datablock is from a library,
|
||||
* and is only used (linked) inderectly through other libraries. */
|
||||
* and is only used (linked) indirectly through other libraries. */
|
||||
LIB_TAG_INDIRECT = 1 << 1,
|
||||
|
||||
/* RESET_AFTER_USE Flag used internally in readfile.c,
|
||||
@@ -585,7 +585,7 @@ typedef enum IDRecalcFlag {
|
||||
/* Selection of the ID itself or its components (for example, vertices) did
|
||||
* change, and all the drawing data is to eb updated. */
|
||||
ID_RECALC_SELECT = (1 << 9),
|
||||
/* Flags on the base did change, and is to be compied onto all the copies of
|
||||
/* Flags on the base did change, and is to be copied onto all the copies of
|
||||
* corresponding objects. */
|
||||
ID_RECALC_BASE_FLAGS = (1 << 10),
|
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ID_RECALC_POINT_CACHE = (1 << 11),
|
||||
|
||||
@@ -100,7 +100,7 @@ typedef struct MovieClip {
|
||||
/**
|
||||
* Scene frame number footage starts playing at affects all data
|
||||
* which is associated with a clip such as motion tracking,
|
||||
* camera reconstruciton and so.
|
||||
* camera Reconstruction and so.
|
||||
*/
|
||||
int start_frame;
|
||||
/**
|
||||
|
||||
@@ -155,8 +155,10 @@ typedef struct Object_Runtime {
|
||||
* It has all modifiers applied.
|
||||
*/
|
||||
struct Mesh *mesh_eval;
|
||||
/* Denotes whether the evaluated mesh is ownbed by this object or is referenced and owned by
|
||||
* somebody else. */
|
||||
/**
|
||||
* Denotes whether the evaluated mesh is owned by this object or is referenced and owned by
|
||||
* somebody else.
|
||||
*/
|
||||
int is_mesh_eval_owned;
|
||||
int _pad3[3];
|
||||
/**
|
||||
|
||||
@@ -53,7 +53,7 @@ typedef struct bToolRef {
|
||||
/** #bToolKey (spacetype, mode), used in 'WM_api.h' */
|
||||
short space_type;
|
||||
/**
|
||||
* Value depends ont the 'space_type', object mode for 3D view, image editor has own mode too.
|
||||
* Value depends on the 'space_type', object mode for 3D view, image editor has own mode too.
|
||||
* RNA needs to handle using item function.
|
||||
*/
|
||||
int mode;
|
||||
|
||||
@@ -1846,7 +1846,7 @@ static void rna_SpaceDopeSheetEditor_action_update(bContext *C, PointerRNA *ptr)
|
||||
*
|
||||
* EXCEPTION:
|
||||
* This callback runs when unlinking actions. In that case, we don't want to
|
||||
* stash the action, as the user is signalling that they want to detach it.
|
||||
* stash the action, as the user is signaling that they want to detach it.
|
||||
* This can be reviewed again later,
|
||||
* but it could get annoying if we keep these instead.
|
||||
*/
|
||||
|
||||
@@ -5009,7 +5009,7 @@ const char *WM_window_cursor_keymap_status_get(const wmWindow *win,
|
||||
|
||||
/**
|
||||
* Similar to #BKE_screen_area_map_find_area_xy and related functions,
|
||||
* use here since the ara is stored in the window manager.
|
||||
* use here since the area is stored in the window manager.
|
||||
*/
|
||||
ScrArea *WM_window_status_area_find(wmWindow *win, bScreen *screen)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user