Cleanup: spelling
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@ -1569,7 +1569,7 @@ void GHOST_SystemX11::processEvent(XEvent *xe)
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GHOST_TSuccess GHOST_SystemX11::getModifierKeys(GHOST_ModifierKeys &keys) const
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{
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/* Analyze the masks retuned from XQueryPointer. */
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/* Analyze the masks returned from XQueryPointer. */
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memset((void *)m_keyboard_vector, 0, sizeof(m_keyboard_vector));
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@ -279,7 +279,7 @@ class GHOST_XrGraphicsBindingD3D : public GHOST_IXrGraphicsBinding {
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swapchain_image);
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# if 0
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/* Ideally we'd just create a render target view for the OpenXR swapchain image texture and
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/* Ideally we'd just create a render target view for the OpenXR swap-chain image texture and
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* blit from the OpenGL context into it. The NV_DX_interop extension doesn't want to work with
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* this though. At least not with Optimus hardware. See:
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* https://github.com/mpv-player/mpv/issues/2949#issuecomment-197262807.
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@ -270,7 +270,7 @@ BLI_INLINE float psys_frand(ParticleSystem *psys, unsigned int seed)
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/* XXX far from ideal, this simply scrambles particle random numbers a bit
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* to avoid obvious correlations.
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* Can't use previous psys->frand arrays because these require initialization
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* inside psys_check_enabled, which wreaks havoc in multi-threaded depgraph updates.
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* inside psys_check_enabled, which wreaks havoc in multi-threaded depsgraph updates.
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*/
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unsigned int offset = PSYS_FRAND_SEED_OFFSET[psys->seed % PSYS_FRAND_COUNT];
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unsigned int multiplier = PSYS_FRAND_SEED_MULTIPLIER[psys->seed % PSYS_FRAND_COUNT];
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@ -1056,7 +1056,7 @@ void BLI_ghash_flag_clear(GHash *gh, uint flag)
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* #BLI_ghash_len(gh) times before becoming done.
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*
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* \param gh: The GHash to iterate over.
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* \return Pointer to a new DynStr.
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* \return Pointer to a new iterator.
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*/
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GHashIterator *BLI_ghashIterator_new(GHash *gh)
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{
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@ -778,7 +778,7 @@ void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const
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* <pre>
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* v
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* + ^
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* \ |
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* \ |
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* \|
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* + normal: axis of reflection
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* /
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@ -4125,7 +4125,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
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v3d->shading.flag |= V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER;
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/* files by default don't have studio lights selected unless interacted
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* with the shading popover. When no studiolight could be read, we will
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* with the shading popover. When no studio-light could be read, we will
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* select the default world one. */
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StudioLight *studio_light = BKE_studiolight_find(v3d->shading.lookdev_light,
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STUDIOLIGHT_TYPE_WORLD);
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@ -4194,7 +4194,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
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}
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}
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/* Added studiolight intensity */
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/* Added studio-light intensity. */
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if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "studiolight_intensity")) {
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for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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@ -1136,7 +1136,7 @@ static void do_fillGradientBuffer(unsigned int rw,
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* purpose of GO for the proportion calculation.
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*
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* For the purposes of the minimum distance comparisons, we only check
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* the sums-of-squares against eachother, since they are in the same
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* the sums-of-squares against each other, since they are in the same
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* mathematical sort-order as if we did go ahead and take square roots
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*
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* Loop through all gradient pixels.
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