Cleanup: spelling
This commit is contained in:
parent
7900d697f0
commit
09e40a4956
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@ -30,8 +30,8 @@ def _is_using_buggy_driver():
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version = bgl.glGetString(bgl.GL_VERSION)
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if version.endswith("Compatibility Profile Context"):
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# Old HD 4xxx and 5xxx series drivers did not have driver version
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# in the version string, but thsoe cards do not quite work and
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# cusing crashes.
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# in the version string, but those cards do not quite work and
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# causing crashes.
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return True
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regex = re.compile(".*Compatibility Profile Context ([0-9]+(\.[0-9]+)+)$")
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if not regex.match(version):
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@ -55,7 +55,7 @@ def init():
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import _cycles
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import os.path
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# Workaroud posibly buggy legacy drivers which crashes on the OpenCL
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# Workaround possibly buggy legacy drivers which crashes on the OpenCL
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# device enumeration.
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#
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# This checks are not really correct because they might still fail
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@ -1176,7 +1176,7 @@ void BlenderSync::sync_world(bool update_all)
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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/* when doing preview render check for BI's transparency settings,
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* this is so because bledner's preview render routines are not able
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* this is so because Blender's preview render routines are not able
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* to tweak all cycles's settings depending on different circumstances
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*/
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if(b_engine.is_preview() == false)
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@ -2536,7 +2536,7 @@ static void editbmesh_calc_modifiers(
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#ifdef WITH_OPENSUBDIV
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/* The idea is to skip CPU-side ORCO calculation when
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* we'll be using GPU backend of OpenSubdiv. This is so
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* playback performance is kept as high as posssible.
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* playback performance is kept as high as possible.
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*/
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static bool calc_modifiers_skip_orco(const Object *ob)
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{
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@ -1560,7 +1560,7 @@ void BKE_mesh_normals_loop_custom_from_vertices_set(
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* Computes average per-vertex normals from given custom loop normals.
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*
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* @param clnors The computed custom loop normals.
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* @param r_vert_clnors The (already allocated) array wher to store averaged per-vertex normals.
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* @param r_vert_clnors The (already allocated) array where to store averaged per-vertex normals.
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*/
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void BKE_mesh_normals_loop_to_vertex(
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const int numVerts, const MLoop *mloops, const int numLoops,
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@ -237,7 +237,7 @@ static void mesh_calc_eigen_matrix(
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/* Protect against 1D/2D degenerated cases! */
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/* Note: not sure why we need square root of eigen values here (which are equivalent to singular values,
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* as far as I have understood), but it seems to heavily reduce (if not completly nullify)
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* as far as I have understood), but it seems to heavily reduce (if not completely nullify)
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* the error due to non-uniform scalings... */
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evi = (evi < 1e-6f && evi > -1e-6f) ? ((evi < 0.0f) ? -1e-3f : 1e-3f) : sqrtf_signed(evi);
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mul_v3_fl(eigen_vec[i], evi);
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@ -1360,7 +1360,7 @@ static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
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*
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* Ideally Mballs shouldn't do such an iteration and use DAG
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* queries instead. For the time being we've got new DAG
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* let's keep it simple and update mballs in a ingle thread.
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* let's keep it simple and update mballs in a single thread.
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*/
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#define MBALL_SINGLETHREAD_HACK
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@ -1993,7 +1993,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
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compare = (obp->colball + bp->colball);
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sub_v3_v3v3(def, bp->pos, obp->pos);
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/* rather check the AABBoxes before ever calulating the real distance */
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/* mathematically it is completly nuts, but performance is pretty much (3) times faster */
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/* mathematically it is completely nuts, but performance is pretty much (3) times faster */
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if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
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distance = normalize_v3(def);
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if (distance < compare ) {
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@ -2361,7 +2361,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
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sub_v3_v3v3(def, bp->pos, obp->pos);
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/* rather check the AABBoxes before ever calulating the real distance */
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/* mathematically it is completly nuts, but performance is pretty much (3) times faster */
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/* mathematically it is completely nuts, but performance is pretty much (3) times faster */
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if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
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distance = normalize_v3(def);
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@ -796,7 +796,7 @@ static void ss_sync_from_derivedmesh(CCGSubSurf *ss,
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{
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#ifdef WITH_OPENSUBDIV
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/* Reset all related descriptors if actual mesh topology changed or if
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* other evlauation-related settings changed.
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* other evaluation-related settings changed.
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*/
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if (!ccgSubSurf_needGrids(ss)) {
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/* TODO(sergey): Use vertex coordinates and flat subdiv flag. */
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@ -4803,7 +4803,7 @@ struct DerivedMesh *subsurf_make_derived_from_derived(
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*
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* TODO(sergey): There was a good eason why final calculation
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* used to free entirely cached subsurf structure. reason of
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* this is to be investiated still to be sure we don't have
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* this is to be investigated still to be sure we don't have
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* regressions here.
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*/
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if (use_gpu_backend) {
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@ -746,7 +746,7 @@ static AVStream *alloc_audio_stream(FFMpegContext *context, RenderData *rd, int
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av_dict_free(&opts);
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/* need to prevent floating point exception when using vorbis audio codec,
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* initialize this value in the same way as it's done in FFmpeg iteslf (sergey) */
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* initialize this value in the same way as it's done in FFmpeg itself (sergey) */
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st->codec->time_base.num = 1;
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st->codec->time_base.den = st->codec->sample_rate;
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@ -653,7 +653,7 @@ GHash *BLI_ghash_copy(GHash *gh, GHashKeyCopyFP keycopyfp, GHashValCopyFP valcop
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}
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/**
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* Reverve given ammount of entries (resize \a gh accordingly if needed).
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* Reserve given amount of entries (resize \a gh accordingly if needed).
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*/
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void BLI_ghash_reserve(GHash *gh, const unsigned int nentries_reserve)
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{
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@ -90,7 +90,7 @@ void _bli_array_wrap(void *arr_v, unsigned int arr_len, size_t arr_stride, int d
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/**
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*In-place array permute.
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* (re-arrange elemrnts based on an array of indices).
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* (re-arrange elements based on an array of indices).
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*
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* Access via #BLI_array_wrap
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*/
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@ -36,7 +36,7 @@
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#ifndef __MATH_COLOR_BLEND_INLINE_C__
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#define __MATH_COLOR_BLEND_INLINE_C__
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/* don't add any saturation to a completly black and white image */
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/* don't add any saturation to a completely black and white image */
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#define EPS_SATURATION 0.0005f
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#define EPS_ALPHA 0.0005f
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@ -39,7 +39,7 @@
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/**
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* \brief Compute the covariance matrix of given set of nD coordinates.
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*
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* \param n the dimension of the vectors (and hence, of the covairance matrix to compute).
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* \param n the dimension of the vectors (and hence, of the covariance matrix to compute).
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* \param cos_vn the nD points to compute covariance from.
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* \param nbr_cos_vn the number of nD coordinates in cos_vn.
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* \param center the center (or mean point) of cos_vn. If NULL, it is assumed cos_vn is already centered.
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@ -1546,7 +1546,7 @@ float BLI_gTurbulence(float noisesize, float x, float y, float z, int oct, int h
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/*
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* The following code is based on Ken Musgrave's explanations and sample
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* source code in the book "Texturing and Modelling: A procedural approach"
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* source code in the book "Texturing and Modeling: A procedural approach"
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*/
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/*
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@ -756,7 +756,7 @@ void BLI_str_toupper_ascii(char *str, const size_t len)
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*
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* \param str
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* \param pad
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* \return The number of zeto's stripped.
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* \return The number of zeros stripped.
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*/
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int BLI_str_rstrip_float_zero(char *str, const char pad)
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{
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@ -2079,7 +2079,7 @@ static void write_meshes(WriteData *wd, ListBase *idbase)
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/* now fill in polys to mfaces */
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/* XXX This breaks writing desing, by using temp allocated memory, which will likely generate
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* doublons in stored 'old' addresses.
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* duplicates in stored 'old' addresses.
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* This is very bad, but do not see easy way to avoid this, aside from generating those data
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* outside of save process itself.
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* Maybe we can live with this, though?
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@ -97,7 +97,7 @@ static void fill_locales(void)
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BLI_join_dirfile(languages, FILE_MAX, languages_path, "languages");
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line = lines = BLI_file_read_as_lines(languages);
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/* This whole "parsing" code is a bit weak, in that it expects strictly formated input file...
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/* This whole "parsing" code is a bit weak, in that it expects strictly formatted input file...
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* Should not be a problem, though, as this file is script-generated! */
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/* First loop to find highest locale ID */
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@ -2016,7 +2016,7 @@ bool BM_vert_splice_check_double(BMVert *v_a, BMVert *v_b)
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*
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* \return Success
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*
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* \warning This does't work for collapsing edges,
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* \warning This doesn't work for collapsing edges,
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* where \a v and \a vtarget are connected by an edge
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* (assert checks for this case).
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*/
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@ -137,7 +137,7 @@ void bmo_extrude_discrete_faces_exec(BMesh *bm, BMOperator *op)
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* This function won't crash if its not but won't work right either.
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* \a e_b is the new edge.
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*
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* \note The edge this face comes from needs to be from the first and second verts fo the face.
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* \note The edge this face comes from needs to be from the first and second verts to the face.
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* The caller must ensure this else we will copy from the wrong source.
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*/
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static void bm_extrude_copy_face_loop_attributes(BMesh *bm, BMFace *f)
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@ -21,7 +21,7 @@
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/** \file blender/bmesh/operators/bmo_planar_faces.c
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* \ingroup bmesh
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*
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* Iternatively flatten 4+ sided faces.
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* Iteratively flatten 4+ sided faces.
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*/
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#include "MEM_guardedalloc.h"
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@ -348,7 +348,7 @@ static EdgeHalf *next_bev(BevVert *bv, EdgeHalf *from_e)
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/* Return a good representative face (for materials, etc.) for faces
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* created around/near BoundVert v.
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* Sometimes care about a second choice, if there is one.
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* If r_fother paramenter is non-NULL and there is another, different,
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* If r_fother parameter is non-NULL and there is another, different,
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* possible frep, return the other one in that parameter. */
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static BMFace *boundvert_rep_face(BoundVert *v, BMFace **r_fother)
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{
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@ -481,7 +481,7 @@ EditBone *make_boneList(ListBase *edbo, ListBase *bones, EditBone *parent, Bone
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* - sets local head/tail rest locations using parent bone's arm_mat.
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* - calls BKE_armature_where_is_bone() which uses parent's transform (arm_mat) to define this bone's transform.
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* - fixes (converts) EditBone roll into Bone roll.
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* - calls again BKE_armature_where_is_bone(), since roll fidling may have changed things for our bone...
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* - calls again BKE_armature_where_is_bone(), since roll fiddling may have changed things for our bone...
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* Note that order is crucial here, we can only handle child if all its parents in chain have already been handled
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* (this is ensured by recursive process). */
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static void armature_finalize_restpose(ListBase *bonelist, ListBase *editbonelist)
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@ -618,7 +618,7 @@ void ED_armature_from_edit(bArmature *arm)
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}
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/* Fix parenting in a separate pass to ensure ebone->bone connections are valid at this point.
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* Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fidling
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* Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fiddling
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* with parent's arm_mat (for roll conversion) may have some small but visible impact on locations (T46010). */
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for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
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newBone = eBone->temp.bone;
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@ -2013,7 +2013,7 @@ void EDBM_selectmode_set(BMEditMesh *em)
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/**
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* Expand & Contract the Selection
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* (used when chaning modes and Ctrl key held)
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* (used when changing modes and Ctrl key held)
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*
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* Flush the selection up:
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* - vert -> edge
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@ -246,7 +246,7 @@ bool ED_vgroup_parray_alloc(ID *id, MDeformVert ***dvert_arr, int *dvert_tot, co
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/**
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* For use with tools that use ED_vgroup_parray_alloc with \a use_vert_sel == true.
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* This finds the unselected mirror deform verts and copys the weights to them from the selected.
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* This finds the unselected mirror deform verts and copies the weights to them from the selected.
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*
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* \note \a dvert_array has mirrored weights filled in, incase cleanup operations are needed on both.
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*/
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@ -2356,7 +2356,7 @@ static void SCREEN_OT_marker_jump(wmOperatorType *ot)
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static bool screen_set_is_ok(bScreen *screen, bScreen *screen_prev)
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{
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return ((screen->winid == 0) &&
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/* in typical useage these should have a nonzero winid
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/* in typical usage these should have a nonzero winid
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* (all temp screens should be used, or closed & freed). */
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(screen->temp == false) &&
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(screen->state == SCREENNORMAL) &&
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@ -1269,7 +1269,7 @@ static void screen_px_to_vector_persp(
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}
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/**
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* Special function to return the factor fo a point along a line in pixel space.
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* Special function to return the factor to a point along a line in pixel space.
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*
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* This is needed since we can't use #line_point_factor_v2 for perspective screen-space coords.
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*
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@ -5413,7 +5413,7 @@ static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op)
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IMB_freeImBuf(ibuf);
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if (image) {
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/* now for the trickyness. store the view projection here!
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/* now for the trickiness. store the view projection here!
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* re-projection will reuse this */
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View3D *v3d = CTX_wm_view3d(C);
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RegionView3D *rv3d = CTX_wm_region_view3d(C);
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@ -2675,7 +2675,7 @@ static bool vpaint_stroke_test_start(bContext *C, struct wmOperator *op, const f
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brush->mtex.tex;
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/* are we painting onto a modified mesh?,
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* if not we can skip face map trickyness */
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* if not we can skip face map trickiness */
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if (vertex_paint_use_fast_update_check(ob)) {
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vpd->use_fast_update = true;
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/* printf("Fast update!\n");*/
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@ -2162,11 +2162,10 @@ static unsigned int groupname_to_filter_id(const char *group)
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return BKE_idcode_to_idfilter(id_code);
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}
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/*
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* From here, we are in 'Job Context', i.e. have to be careful about sharing stuff between bacground working thread
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/**
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* From here, we are in 'Job Context', i.e. have to be careful about sharing stuff between background working thread
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* and main one (used by UI among other things).
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*/
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typedef struct TodoDir {
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int level;
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char *dir;
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@ -1436,7 +1436,7 @@ static void node_parent_offset_apply(NodeInsertOfsData *data, bNode *parent, con
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#define NODE_INSOFS_ANIM_DURATION 0.25f
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/**
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* Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similiar
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* Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similar
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* to node_link_insert_offset_output_chain_cb below, but with slightly different logic
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*/
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static bool node_link_insert_offset_frame_chain_cb(
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@ -1785,7 +1785,7 @@ float ED_view3d_radius_to_dist(
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lens = params.lens;
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sensor_size = BKE_camera_sensor_size(params.sensor_fit, params.sensor_x, params.sensor_y);
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/* ignore 'rv3d->camzoom' because we wan't to fit to the cameras frame */
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/* ignore 'rv3d->camzoom' because we want to fit to the cameras frame */
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zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB;
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}
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else {
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@ -1831,7 +1831,7 @@ void calculateCenter(TransInfo *t)
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/* zfac is only used convertViewVec only in cases operator was invoked in RGN_TYPE_WINDOW
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* and never used in other cases.
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*
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* We need special case here as well, since ED_view3d_calc_zfac will crahs when called
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* We need special case here as well, since ED_view3d_calc_zfac will crash when called
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* for a region different from RGN_TYPE_WINDOW.
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*/
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if (t->ar->regiontype == RGN_TYPE_WINDOW) {
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@ -1854,7 +1854,7 @@ static bool snapObject(Scene *scene, short snap_mode, ARegion *ar, Object *ob, f
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do_bb = false;
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}
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else {
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/* in this case we wan't the mesh from the editmesh, avoids stale data. see: T45978.
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/* in this case we want the mesh from the editmesh, avoids stale data. see: T45978.
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* still set the 'em' to NULL, since we only want the 'dm'. */
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em = BKE_editmesh_from_object(ob);
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if (em) {
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@ -200,7 +200,7 @@ void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4]
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void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4]);
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/*! From retina to image.
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* Returns the coordinates expressed in Image coorinates system.
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* Returns the coordinates expressed in Image coordinates system.
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* p
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* point's coordinates expressed in retina system
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* q
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@ -989,7 +989,7 @@ public:
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}
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/*! For triangles, returns the edge opposite to the vertex in e.
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* returns flase if the face is not a triangle or if the vertex is not found
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* returns false if the face is not a triangle or if the vertex is not found
|
||||
*/
|
||||
bool getOppositeEdge (const WVertex *v, WOEdge *&e);
|
||||
|
||||
|
|
|
@ -1685,8 +1685,8 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
|
|||
{
|
||||
#ifdef WITH_OPENSUBDIV
|
||||
/* TODO(sergey): used to add #version 150 to the geometry shader.
|
||||
* Could safely be renamed to "use_geometry_code" since it's evry much
|
||||
* liely any of geometry code will want to use GLSL 1.5.
|
||||
* Could safely be renamed to "use_geometry_code" since it's very
|
||||
* likely any of geometry code will want to use GLSL 1.5.
|
||||
*/
|
||||
bool use_opensubdiv = geocode != NULL;
|
||||
#else
|
||||
|
|
|
@ -3011,7 +3011,7 @@ static int point_density_color_source_from_shader(NodeShaderTexPointDensity *sha
|
|||
}
|
||||
}
|
||||
|
||||
/* TODO(sergey): This functio nassumes allocated array was passed,
|
||||
/* TODO(sergey): This function assumes allocated array was passed,
|
||||
* works fine with Cycles via C++ RNA, but fails with call from python.
|
||||
*/
|
||||
void rna_ShaderNodePointDensity_density_calc(bNode *self, Scene *scene, int *length, float **values)
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
* \ingroup pybmesh
|
||||
*
|
||||
* This file provides __call__ aka BPy_BMO_call for
|
||||
* the bmesh operatorand has been given its own file
|
||||
* the bmesh operator and has been given its own file
|
||||
* because argument conversion is involved.
|
||||
*/
|
||||
|
||||
|
|
|
@ -355,7 +355,7 @@ int mathutils_any_to_rotmat(float rmat[3][3], PyObject *value, const char *error
|
|||
/* XXX We may want to use 'safer' BLI's compare_ff_relative ultimately?
|
||||
* LomontRRDCompare4() is an optimized version of Dawson's AlmostEqual2sComplement() (see [1] and [2]).
|
||||
* Dawson himself now claims this is not a 'safe' thing to do (pushing ULP method beyond its limits),
|
||||
* an recommands using work from [3] instead, which is done in BLI func...
|
||||
* an recommends using work from [3] instead, which is done in BLI func...
|
||||
*
|
||||
* [1] http://www.randydillon.org/Papers/2007/everfast.htm
|
||||
* [2] http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm
|
||||
|
|
|
@ -1557,7 +1557,7 @@ static void setupArguments(bContext *C, bArgs *ba, SYS_SystemHandle *syshandle)
|
|||
BLI_argsAdd(ba, 1, NULL, "--debug-jobs", "\n\tEnable time profiling for background jobs.", debug_mode_generic, (void *)G_DEBUG_JOBS);
|
||||
BLI_argsAdd(ba, 1, NULL, "--debug-gpu", "\n\tEnable gpu debug context and information for OpenGL 4.3+.", debug_mode_generic, (void *)G_DEBUG_GPU);
|
||||
BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph", "\n\tEnable debug messages from dependency graph", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH);
|
||||
BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph-no-threads", "\n\tSwitch dependency graph to a single threaded evlauation", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH_NO_THREADS);
|
||||
BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph-no-threads", "\n\tSwitch dependency graph to a single threaded evaluation", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH_NO_THREADS);
|
||||
BLI_argsAdd(ba, 1, NULL, "--debug-gpumem", "\n\tEnable GPU memory stats in status bar", debug_mode_generic, (void *)G_DEBUG_GPU_MEM);
|
||||
|
||||
BLI_argsAdd(ba, 1, NULL, "--enable-new-depsgraph", "\n\tUse new dependency graph", depsgraph_use_new, NULL);
|
||||
|
|
|
@ -80,7 +80,7 @@ void PyObjectPlus::ProcessReplica()
|
|||
}
|
||||
|
||||
/* Sometimes we might want to manually invalidate a BGE type even if
|
||||
* it hasnt been released by the BGE, say for example when an object
|
||||
* it hasn't been released by the BGE, say for example when an object
|
||||
* is removed from a scene, accessing it may cause problems.
|
||||
*
|
||||
* In this case the current proxy is made invalid, disowned,
|
||||
|
|
Loading…
Reference in New Issue