Cleanup: comment spelling

This commit is contained in:
2019-06-16 13:37:21 +10:00
parent 40a8c49088
commit e85635b882
32 changed files with 59 additions and 53 deletions

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@@ -29,7 +29,7 @@
* get a separate RTCDevice to correctly keep track of memory usage.
*
* Vertex and index buffers are duplicated between Cycles device arrays and Embree. These could be
* merged, which would requrie changes to intersection refinement, shader setup, mesh light
* merged, which would require changes to intersection refinement, shader setup, mesh light
* sampling and a few other places in Cycles where direct access to vertex data is required.
*/

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@@ -244,7 +244,7 @@ ccl_device_inline void path_branched_rng_2D(KernelGlobals *kg,
fy);
}
/* Utitility functions to get light termination value,
/* Utility functions to get light termination value,
* since it might not be needed in many cases.
*/
ccl_device_inline float path_state_rng_light_termination(KernelGlobals *kg,

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@@ -75,7 +75,7 @@ typedef struct Global {
* * 666: Use quicker batch delete for outliners' delete hierarchy (01/2019).
* * 777: Enable UI node panel's sockets polling (11/2011).
* * 799: Enable some mysterious new depsgraph behavior (05/2015).
* * 1112: Disable new Cloth internal springs hanlding (09/2014).
* * 1112: Disable new Cloth internal springs handling (09/2014).
* * 1234: Disable new dyntopo code fixing skinny faces generation (04/2015).
* * 16384 and above: Reserved for python (add-ons) usage.
*/

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@@ -1387,9 +1387,11 @@ static void loop_split_worker(TaskPool *__restrict pool, void *taskdata, int UNU
#endif
}
/* Check whether gievn loop is part of an unknown-so-far cyclic smooth fan, or not.
/**
* Check whether given loop is part of an unknown-so-far cyclic smooth fan, or not.
* Needed because cyclic smooth fans have no obvious 'entry point',
* and yet we need to walk them once, and only once. */
* and yet we need to walk them once, and only once.
*/
static bool loop_split_generator_check_cyclic_smooth_fan(const MLoop *mloops,
const MPoly *mpolys,
const int (*edge_to_loops)[2],

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@@ -496,7 +496,7 @@ static float rotation_contribution(TrackStabilizationBase *track_ref,
* Currently, the public API functions do not support this flexibility.
* Rather, rotation will always be applied around a fixed origin.
* As a workaround, we shift the image after rotation to match the
* desired rotation centre. And since this offset needs to be applied
* desired rotation center. And since this offset needs to be applied
* after the rotation and scaling, we can collapse it with the
* translation compensation, which is also a lateral shift (offset).
* The offset to apply is intended_pivot - rotated_pivot
@@ -640,9 +640,9 @@ static bool average_track_contributions(StabContext *ctx,
/* Calculate weight center of location tracks for given frame.
* This function performs similar calculations as average_track_contributions(),
* but does not require the tracks to be initialized for stabilisation. Moreover,
* but does not require the tracks to be initialized for stabilization. Moreover,
* when there is no usable tracking data for the given frame number, data from
* a neighbouring frame is used. Thus this function can be used to calculate
* a neighboring frame is used. Thus this function can be used to calculate
* a starting point on initialization.
*/
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)
#endif
/**
* Introsort
* with permission deriven from the following Java code:
* Intro-sort
* with permission deriving from the following Java code:
* http://ralphunden.net/content/tutorials/a-guide-to-introsort/
* and he derived it from the SUN STL
*/
@@ -603,7 +603,9 @@ static void build_implicit_tree_helper(const BVHTree *tree, BVHBuildHelper *data
data->remain_leafs = remain + nnodes;
}
// return the min index of all the leafs archivable with the given branch
/**
* Return the min index of all the leafs achievable with the given branch.
*/
static int implicit_leafs_index(const BVHBuildHelper *data, const int depth, const int child_index)
{
int min_leaf_index = child_index * data->leafs_per_child[depth - 1];
@@ -623,14 +625,14 @@ static int implicit_leafs_index(const BVHBuildHelper *data, const int depth, con
* Generalized implicit tree build
*
* An implicit tree is a tree where its structure is implied,
* thus there is no need to store child pointers or indexs.
* thus there is no need to store child pointers or indexes.
* Its possible to find the position of the child or the parent with simple maths
* (multiplication and adittion).
* (multiplication and addition).
* This type of tree is for example used on heaps..
* where node N has its childs at indexs N*2 and N*2+1.
* where node N has its child at indices N*2 and N*2+1.
*
* Although in this case the tree type is general.. and not know until runtime.
* tree_type stands for the maximum number of childs that a tree node can have.
* Although in this case the tree type is general.. and not know until run-time.
* tree_type stands for the maximum number of children that a tree node can have.
* All tree types >= 2 are supported.
*
* Advantages of the used trees include:
@@ -1792,7 +1794,7 @@ void BLI_bvhtree_ray_cast_all(BVHTree *tree,
/* -------------------------------------------------------------------- */
/** \name BLI_bvhtree_range_query
*
* Allocs and fills an array with the indexs of node that are on the given spherical range
* Allocates and fills an array with the indices of node that are on the given spherical range
* (center, radius).
* Returns the size of the array.
*

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@@ -2532,7 +2532,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3],
}
/*---test edges---*/
sub_v3_v3v3(e3, v2, v1); /* wasnt yet calculated */
sub_v3_v3v3(e3, v2, v1); /* wasn't yet calculated */
/*e1*/
sub_v3_v3v3(bv, v0, p1);

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@@ -1040,7 +1040,7 @@ static void write_nodetree_nolib(WriteData *wd, bNodeTree *ntree)
/* pass */
}
else if ((ntree->type == NTREE_COMPOSIT) && (node->type == CMP_NODE_GLARE)) {
/* Simple forward compat for fix for T50736.
/* Simple forward compatibility for fix for T50736.
* Not ideal (there is no ideal solution here), but should do for now. */
NodeGlare *ndg = node->storage;
/* Not in undo case. */

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@@ -398,7 +398,7 @@ bool BCAnimationCurve::add_value_from_matrix(const BCSample &sample, const int f
{
int array_index = curve_key.get_array_index();
/* transformation curves are feeded directly from the transformation matrix
/* transformation curves are fed directly from the transformation matrix
* to resolve parent inverse matrix issues with object hierarchies.
* Maybe this can be unified with the
*/

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@@ -274,7 +274,7 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
int i = im_samp_map[key];
std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)
samp_surf[i]; // possibly uninitialised memory ...
samp_surf[i]; // possibly uninitialized memory ...
writeTextures(ep, key, sampler, t, ima, uvname);
}
#endif

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@@ -92,7 +92,7 @@ struct Scene *DEG_get_evaluated_scene(const struct Depsgraph *graph);
*
* Use in exceptional case if it's absolutely must to.
*
* Allows to pass depsgraph == NULL, wil lreturn NULL in that case. */
* Allows to pass depsgraph == NULL, will return NULL in that case. */
struct Scene *DEG_get_evaluated_scene_if_exists(const struct Depsgraph *graph);
/* Get view layer at its evaluated state.

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@@ -809,7 +809,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
}
/**
* Order Independant Transparency.
* Order Independent Transparency.
* Similar to workbench forward. Duplicated code to avoid
* spaghetti with workbench forward. It would be great if we unify
* this in a clean way.

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@@ -226,9 +226,9 @@ static void EDIT_MESH_engine_init(void *vedata)
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_mesh_overlay_common_lib_glsl);
/* Use geometry shader to draw edge wireframe. This ensure us
* the same result accross platforms and more flexibility. But
* we pay the cost of running a geometry shader.
/* Use geometry shader to draw edge wire-frame. This ensure us
* the same result across platforms and more flexibility.
* But we pay the cost of running a geometry shader.
* In the future we might consider using only the vertex shader
* and loading data manually with buffer textures. */
const bool use_geom_shader = true;

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@@ -113,7 +113,7 @@ static void animedit_get_yscale_factor(bAnimContext *ac)
*/
ac->yscale_fac = btheme->space_action.keyframe_scale_fac;
/* clamp to avoid problems with uninitialised values... */
/* clamp to avoid problems with uninitialized values... */
if (ac->yscale_fac < 0.1f) {
ac->yscale_fac = 1.0f;
}

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@@ -446,7 +446,7 @@ static void get_pixel(const ImBuf *ibuf, const int idx, float r_col[4])
}
else {
/* XXX: This case probably doesn't happen, as we only write to the float buffer,
* but we get compiler warnings about uninitialised vars otherwise
* but we get compiler warnings about uninitialized vars otherwise
*/
BLI_assert(!"gpencil_fill.c - get_pixel() non-float case is used!");
zero_v4(r_col);

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@@ -1378,7 +1378,7 @@ static bool ui_but_event_property_operator_string(const bContext *C,
*
* but it's actually quite logical. It's designed to be 'upwards compatible'
* for muscle memory so that the menu item locations are fixed and don't move
* as new items are added to the menu later on. It also optimises efficiency -
* as new items are added to the menu later on. It also optimizes efficiency -
* a radial menu is best kept symmetrical, with as large an angle between
* items as possible, so that the gestural mouse movements can be fast and inexact.
*

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@@ -278,9 +278,9 @@ static int ui_layout_vary_direction(uiLayout *layout)
static bool ui_layout_variable_size(uiLayout *layout)
{
/* Note that this code is probably a bit flacky, we'd probably want to know whether it's
/* Note that this code is probably a bit flakey, we'd probably want to know whether it's
* variable in X and/or Y, etc. But for now it mimics previous one,
* with addition of variable flag set for children of gridflow layouts. */
* with addition of variable flag set for children of grid-flow layouts. */
return ui_layout_vary_direction(layout) == UI_ITEM_VARY_X || layout->variable_size;
}

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@@ -1504,7 +1504,7 @@ static void UI_OT_reloadtranslation(wmOperatorType *ot)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Prese Button Operator
/** \name Press Button Operator
* \{ */
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,
BMVert **vtable = em->bm->vtable;
for (a = 1; a <= totvert; a++) {
// printf("I %d %ld %d\n",
// (a - last), MirrTopoPairs[a].hash, MirrTopoPairs[a].v_indexs);
// (a - last), MirrTopoPairs[a].hash, MirrTopoPairs[a].v_index);
if ((a == totvert) || (topo_pairs[a - 1].hash != topo_pairs[a].hash)) {
const int match_count = a - last;
if (match_count == 2) {

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@@ -16,7 +16,7 @@
/** \file
* \ingroup freestyle
* \brief Class to define the represenation of a triangle
* \brief Class to define the representation of a triangle
*/
#include "TriangleRep.h"

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@@ -19,7 +19,7 @@
/** \file
* \ingroup freestyle
* \brief Class to define the represenation of a triangle
* \brief Class to define the representation of a triangle
*/
//! inherits from class Rep

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@@ -104,7 +104,7 @@ class SpatialNoiseShader : public StrokeShader {
* Smoothes the stroke.
* (Moves the vertices to make the stroke smoother).
* Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we
* use is anisotropic to prevent the diffusion accross corners. \see \htmlonly <a
* use is anisotropic to prevent the diffusion across corners. \see \htmlonly <a
* href=/smoothing/smoothing.html>smoothing/smoothing.html</a> \endhtmlonly
*/
class SmoothingShader : public StrokeShader {

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@@ -471,7 +471,7 @@ class ViewEdge;
* This FEdge can represent a silhouette, a crease, a ridge/valley, a border or a suggestive
* contour. For silhouettes, the FEdge is oriented such as, the visible face lies on the left of
* the edge. For borders, the FEdge is oriented such as, the face lies on the left of the edge. An
* FEdge can represent an initial edge of the mesh or runs accross a face of the initial mesh
* FEdge can represent an initial edge of the mesh or runs across a face of the initial mesh
* depending on the smoothness or sharpness of the mesh. This class is specialized into a smooth
* and a sharp version since their properties slightly vary from one to the other.
*/
@@ -1363,19 +1363,19 @@ class FEdgeSmooth : public FEdge {
return _FaceMark;
}
/*! Returns the normal to the Face it is running accross. */
/*! Returns the normal to the Face it is running across. */
inline const Vec3r &normal()
{
return _Normal;
}
/*! Returns the index of the material of the face it is running accross. */
/*! Returns the index of the material of the face it is running across. */
inline unsigned frs_materialIndex() const
{
return _FrsMaterialIndex;
}
/*! Returns the material of the face it is running accross. */
/*! Returns the material of the face it is running across. */
const FrsMaterial &frs_material() const;
inline void setFace(void *iFace)
@@ -1389,13 +1389,13 @@ class FEdgeSmooth : public FEdge {
_FaceMark = iFaceMark;
}
/*! Sets the normal to the Face it is running accross. */
/*! Sets the normal to the Face it is running across. */
inline void setNormal(const Vec3r &iNormal)
{
_Normal = iNormal;
}
/*! Sets the index of the material of the face it is running accross. */
/*! Sets the index of the material of the face it is running across. */
inline void setFrsMaterialIndex(unsigned i)
{
_FrsMaterialIndex = i;

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@@ -729,7 +729,7 @@ static void ffmpeg_postprocess(struct anim *anim)
return;
}
/* This means the data wasnt read properly,
/* This means the data wasn't read properly,
* this check stops crashing */
if (input->data[0] == 0 && input->data[1] == 0 && input->data[2] == 0 && input->data[3] == 0) {
fprintf(stderr,

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@@ -137,7 +137,7 @@ static int imb_save_dpx_cineon(ImBuf *ibuf, const char *filename, int use_cineon
if (ibuf->rect_float != NULL && bitspersample != 8) {
/* 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

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@@ -492,7 +492,7 @@ enum {
* but is used (linked) directly by current .blend file. */
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),
ID_RECALC_POINT_CACHE = (1 << 11),

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@@ -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;
/**

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@@ -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];
/**

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@@ -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;

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@@ -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.
*/

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@@ -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)
{