Cleanup: spelling

This commit is contained in:
Campbell Barton 2015-09-14 02:21:15 +10:00
parent 7900d697f0
commit 09e40a4956
40 changed files with 48 additions and 49 deletions

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@ -30,8 +30,8 @@ def _is_using_buggy_driver():
version = bgl.glGetString(bgl.GL_VERSION)
if version.endswith("Compatibility Profile Context"):
# Old HD 4xxx and 5xxx series drivers did not have driver version
# in the version string, but thsoe cards do not quite work and
# cusing crashes.
# in the version string, but those cards do not quite work and
# causing crashes.
return True
regex = re.compile(".*Compatibility Profile Context ([0-9]+(\.[0-9]+)+)$")
if not regex.match(version):
@ -55,7 +55,7 @@ def init():
import _cycles
import os.path
# Workaroud posibly buggy legacy drivers which crashes on the OpenCL
# Workaround possibly buggy legacy drivers which crashes on the OpenCL
# device enumeration.
#
# 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)
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* when doing preview render check for BI's transparency settings,
* this is so because bledner's preview render routines are not able
* this is so because Blender's preview render routines are not able
* to tweak all cycles's settings depending on different circumstances
*/
if(b_engine.is_preview() == false)

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@ -2536,7 +2536,7 @@ static void editbmesh_calc_modifiers(
#ifdef WITH_OPENSUBDIV
/* The idea is to skip CPU-side ORCO calculation when
* we'll be using GPU backend of OpenSubdiv. This is so
* playback performance is kept as high as posssible.
* playback performance is kept as high as possible.
*/
static bool calc_modifiers_skip_orco(const Object *ob)
{

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@ -1560,7 +1560,7 @@ void BKE_mesh_normals_loop_custom_from_vertices_set(
* Computes average per-vertex normals from given custom loop normals.
*
* @param clnors The computed custom loop normals.
* @param r_vert_clnors The (already allocated) array wher to store averaged per-vertex normals.
* @param r_vert_clnors The (already allocated) array where to store averaged per-vertex normals.
*/
void BKE_mesh_normals_loop_to_vertex(
const int numVerts, const MLoop *mloops, const int numLoops,

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@ -237,7 +237,7 @@ static void mesh_calc_eigen_matrix(
/* Protect against 1D/2D degenerated cases! */
/* Note: not sure why we need square root of eigen values here (which are equivalent to singular values,
* as far as I have understood), but it seems to heavily reduce (if not completly nullify)
* as far as I have understood), but it seems to heavily reduce (if not completely nullify)
* the error due to non-uniform scalings... */
evi = (evi < 1e-6f && evi > -1e-6f) ? ((evi < 0.0f) ? -1e-3f : 1e-3f) : sqrtf_signed(evi);
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)
*
* Ideally Mballs shouldn't do such an iteration and use DAG
* queries instead. For the time being we've got new DAG
* let's keep it simple and update mballs in a ingle thread.
* let's keep it simple and update mballs in a single thread.
*/
#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
compare = (obp->colball + bp->colball);
sub_v3_v3v3(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
/* mathematically it is completly nuts, but performance is pretty much (3) times faster */
/* mathematically it is completely nuts, but performance is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = normalize_v3(def);
if (distance < compare ) {
@ -2361,7 +2361,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
sub_v3_v3v3(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
/* mathematically it is completly nuts, but performance is pretty much (3) times faster */
/* mathematically it is completely nuts, but performance is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = normalize_v3(def);

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@ -796,7 +796,7 @@ static void ss_sync_from_derivedmesh(CCGSubSurf *ss,
{
#ifdef WITH_OPENSUBDIV
/* Reset all related descriptors if actual mesh topology changed or if
* other evlauation-related settings changed.
* other evaluation-related settings changed.
*/
if (!ccgSubSurf_needGrids(ss)) {
/* TODO(sergey): Use vertex coordinates and flat subdiv flag. */
@ -4803,7 +4803,7 @@ struct DerivedMesh *subsurf_make_derived_from_derived(
*
* TODO(sergey): There was a good eason why final calculation
* used to free entirely cached subsurf structure. reason of
* this is to be investiated still to be sure we don't have
* this is to be investigated still to be sure we don't have
* regressions here.
*/
if (use_gpu_backend) {

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@ -746,7 +746,7 @@ static AVStream *alloc_audio_stream(FFMpegContext *context, RenderData *rd, int
av_dict_free(&opts);
/* need to prevent floating point exception when using vorbis audio codec,
* initialize this value in the same way as it's done in FFmpeg iteslf (sergey) */
* initialize this value in the same way as it's done in FFmpeg itself (sergey) */
st->codec->time_base.num = 1;
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
}
/**
* Reverve given ammount of entries (resize \a gh accordingly if needed).
* Reserve given amount of entries (resize \a gh accordingly if needed).
*/
void BLI_ghash_reserve(GHash *gh, const unsigned int nentries_reserve)
{

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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
/**
*In-place array permute.
* (re-arrange elemrnts based on an array of indices).
* (re-arrange elements based on an array of indices).
*
* Access via #BLI_array_wrap
*/

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@ -36,7 +36,7 @@
#ifndef __MATH_COLOR_BLEND_INLINE_C__
#define __MATH_COLOR_BLEND_INLINE_C__
/* don't add any saturation to a completly black and white image */
/* don't add any saturation to a completely black and white image */
#define EPS_SATURATION 0.0005f
#define EPS_ALPHA 0.0005f

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@ -39,7 +39,7 @@
/**
* \brief Compute the covariance matrix of given set of nD coordinates.
*
* \param n the dimension of the vectors (and hence, of the covairance matrix to compute).
* \param n the dimension of the vectors (and hence, of the covariance matrix to compute).
* \param cos_vn the nD points to compute covariance from.
* \param nbr_cos_vn the number of nD coordinates in cos_vn.
* \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
/*
* The following code is based on Ken Musgrave's explanations and sample
* source code in the book "Texturing and Modelling: A procedural approach"
* source code in the book "Texturing and Modeling: A procedural approach"
*/
/*

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@ -756,7 +756,7 @@ void BLI_str_toupper_ascii(char *str, const size_t len)
*
* \param str
* \param pad
* \return The number of zeto's stripped.
* \return The number of zeros stripped.
*/
int BLI_str_rstrip_float_zero(char *str, const char pad)
{

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@ -2079,7 +2079,7 @@ static void write_meshes(WriteData *wd, ListBase *idbase)
/* now fill in polys to mfaces */
/* XXX This breaks writing desing, by using temp allocated memory, which will likely generate
* doublons in stored 'old' addresses.
* duplicates in stored 'old' addresses.
* This is very bad, but do not see easy way to avoid this, aside from generating those data
* outside of save process itself.
* Maybe we can live with this, though?

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@ -97,7 +97,7 @@ static void fill_locales(void)
BLI_join_dirfile(languages, FILE_MAX, languages_path, "languages");
line = lines = BLI_file_read_as_lines(languages);
/* This whole "parsing" code is a bit weak, in that it expects strictly formated input file...
/* This whole "parsing" code is a bit weak, in that it expects strictly formatted input file...
* Should not be a problem, though, as this file is script-generated! */
/* 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)
*
* \return Success
*
* \warning This does't work for collapsing edges,
* \warning This doesn't work for collapsing edges,
* where \a v and \a vtarget are connected by an edge
* (assert checks for this case).
*/

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@ -137,7 +137,7 @@ void bmo_extrude_discrete_faces_exec(BMesh *bm, BMOperator *op)
* This function won't crash if its not but won't work right either.
* \a e_b is the new edge.
*
* \note The edge this face comes from needs to be from the first and second verts fo the face.
* \note The edge this face comes from needs to be from the first and second verts to the face.
* The caller must ensure this else we will copy from the wrong source.
*/
static void bm_extrude_copy_face_loop_attributes(BMesh *bm, BMFace *f)

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@ -21,7 +21,7 @@
/** \file blender/bmesh/operators/bmo_planar_faces.c
* \ingroup bmesh
*
* Iternatively flatten 4+ sided faces.
* Iteratively flatten 4+ sided faces.
*/
#include "MEM_guardedalloc.h"

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@ -348,7 +348,7 @@ static EdgeHalf *next_bev(BevVert *bv, EdgeHalf *from_e)
/* Return a good representative face (for materials, etc.) for faces
* created around/near BoundVert v.
* Sometimes care about a second choice, if there is one.
* If r_fother paramenter is non-NULL and there is another, different,
* If r_fother parameter is non-NULL and there is another, different,
* possible frep, return the other one in that parameter. */
static BMFace *boundvert_rep_face(BoundVert *v, BMFace **r_fother)
{

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@ -481,7 +481,7 @@ EditBone *make_boneList(ListBase *edbo, ListBase *bones, EditBone *parent, Bone
* - sets local head/tail rest locations using parent bone's arm_mat.
* - calls BKE_armature_where_is_bone() which uses parent's transform (arm_mat) to define this bone's transform.
* - fixes (converts) EditBone roll into Bone roll.
* - calls again BKE_armature_where_is_bone(), since roll fidling may have changed things for our bone...
* - calls again BKE_armature_where_is_bone(), since roll fiddling may have changed things for our bone...
* Note that order is crucial here, we can only handle child if all its parents in chain have already been handled
* (this is ensured by recursive process). */
static void armature_finalize_restpose(ListBase *bonelist, ListBase *editbonelist)
@ -618,7 +618,7 @@ void ED_armature_from_edit(bArmature *arm)
}
/* Fix parenting in a separate pass to ensure ebone->bone connections are valid at this point.
* Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fidling
* Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fiddling
* with parent's arm_mat (for roll conversion) may have some small but visible impact on locations (T46010). */
for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
newBone = eBone->temp.bone;

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@ -2013,7 +2013,7 @@ void EDBM_selectmode_set(BMEditMesh *em)
/**
* Expand & Contract the Selection
* (used when chaning modes and Ctrl key held)
* (used when changing modes and Ctrl key held)
*
* Flush the selection up:
* - vert -> edge

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@ -246,7 +246,7 @@ bool ED_vgroup_parray_alloc(ID *id, MDeformVert ***dvert_arr, int *dvert_tot, co
/**
* For use with tools that use ED_vgroup_parray_alloc with \a use_vert_sel == true.
* This finds the unselected mirror deform verts and copys the weights to them from the selected.
* This finds the unselected mirror deform verts and copies the weights to them from the selected.
*
* \note \a dvert_array has mirrored weights filled in, incase cleanup operations are needed on both.
*/

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@ -2356,7 +2356,7 @@ static void SCREEN_OT_marker_jump(wmOperatorType *ot)
static bool screen_set_is_ok(bScreen *screen, bScreen *screen_prev)
{
return ((screen->winid == 0) &&
/* in typical useage these should have a nonzero winid
/* in typical usage these should have a nonzero winid
* (all temp screens should be used, or closed & freed). */
(screen->temp == false) &&
(screen->state == SCREENNORMAL) &&

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@ -1269,7 +1269,7 @@ static void screen_px_to_vector_persp(
}
/**
* Special function to return the factor fo a point along a line in pixel space.
* Special function to return the factor to a point along a line in pixel space.
*
* This is needed since we can't use #line_point_factor_v2 for perspective screen-space coords.
*
@ -5413,7 +5413,7 @@ static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op)
IMB_freeImBuf(ibuf);
if (image) {
/* now for the trickyness. store the view projection here!
/* now for the trickiness. store the view projection here!
* re-projection will reuse this */
View3D *v3d = CTX_wm_view3d(C);
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
brush->mtex.tex;
/* are we painting onto a modified mesh?,
* if not we can skip face map trickyness */
* if not we can skip face map trickiness */
if (vertex_paint_use_fast_update_check(ob)) {
vpd->use_fast_update = true;
/* printf("Fast update!\n");*/

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@ -2162,11 +2162,10 @@ static unsigned int groupname_to_filter_id(const char *group)
return BKE_idcode_to_idfilter(id_code);
}
/*
* From here, we are in 'Job Context', i.e. have to be careful about sharing stuff between bacground working thread
/**
* From here, we are in 'Job Context', i.e. have to be careful about sharing stuff between background working thread
* and main one (used by UI among other things).
*/
typedef struct TodoDir {
int level;
char *dir;

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@ -1436,7 +1436,7 @@ static void node_parent_offset_apply(NodeInsertOfsData *data, bNode *parent, con
#define NODE_INSOFS_ANIM_DURATION 0.25f
/**
* Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similiar
* Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similar
* to node_link_insert_offset_output_chain_cb below, but with slightly different logic
*/
static bool node_link_insert_offset_frame_chain_cb(

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@ -1785,7 +1785,7 @@ float ED_view3d_radius_to_dist(
lens = params.lens;
sensor_size = BKE_camera_sensor_size(params.sensor_fit, params.sensor_x, params.sensor_y);
/* ignore 'rv3d->camzoom' because we wan't to fit to the cameras frame */
/* ignore 'rv3d->camzoom' because we want to fit to the cameras frame */
zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB;
}
else {

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@ -1831,7 +1831,7 @@ void calculateCenter(TransInfo *t)
/* zfac is only used convertViewVec only in cases operator was invoked in RGN_TYPE_WINDOW
* and never used in other cases.
*
* We need special case here as well, since ED_view3d_calc_zfac will crahs when called
* We need special case here as well, since ED_view3d_calc_zfac will crash when called
* for a region different from RGN_TYPE_WINDOW.
*/
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
do_bb = false;
}
else {
/* in this case we wan't the mesh from the editmesh, avoids stale data. see: T45978.
/* in this case we want the mesh from the editmesh, avoids stale data. see: T45978.
* still set the 'em' to NULL, since we only want the 'dm'. */
em = BKE_editmesh_from_object(ob);
if (em) {

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@ -200,7 +200,7 @@ void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4]
void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4]);
/*! From retina to image.
* Returns the coordinates expressed in Image coorinates system.
* Returns the coordinates expressed in Image coordinates system.
* p
* point's coordinates expressed in retina system
* q

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@ -989,7 +989,7 @@ public:
}
/*! For triangles, returns the edge opposite to the vertex in e.
* returns flase if the face is not a triangle or if the vertex is not found
* returns false if the face is not a triangle or if the vertex is not found
*/
bool getOppositeEdge (const WVertex *v, WOEdge *&e);

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@ -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

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@ -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)

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@ -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.
*/

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@ -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

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@ -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);

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@ -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,