Cleanup: spelling
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@ -94,7 +94,7 @@ bool GHOST_ImeWin32::IsEnglishMode()
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bool GHOST_ImeWin32::IsImeKeyEvent(char ascii)
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{
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if (!(IsEnglishMode())) {
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/* In Chinese, Japanese, Korena, all alpha keys are processed by IME. */
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/* In Chinese, Japanese, Korean, all alpha keys are processed by IME. */
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if ((ascii >= 'A' && ascii <= 'Z') || (ascii >= 'a' && ascii <= 'z')) {
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return true;
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}
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@ -72,7 +72,7 @@ static Mesh *remesh_quadriflow(const Mesh *input_mesh,
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/* Ensure that the triangulated mesh data is up to data */
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const MLoopTri *looptri = BKE_mesh_runtime_looptri_ensure(input_mesh);
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/* Gather the required data for export to the internal quadiflow mesh format */
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/* Gather the required data for export to the internal quadriflow mesh format. */
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MVertTri *verttri = (MVertTri *)MEM_callocN(
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sizeof(*verttri) * BKE_mesh_runtime_looptri_len(input_mesh), "remesh_looptri");
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BKE_mesh_runtime_verttri_from_looptri(
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@ -1165,8 +1165,8 @@ static int filter_plane_side(const double3 &p,
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* interesect_tri_tri and helper functions.
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* This code uses the algorithm of Guigue and Devillers, as described
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* in "Faster Triangle-Triangle Intersection Tests".
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* Adapted from github code by Eric Haines:
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* github.com/erich666/jgt-code/tree/master/Volume_08/Number_1/Guigue2003
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* Adapted from code by Eric Haines:
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* https://github.com/erich666/jgt-code/tree/master/Volume_08/Number_1/Guigue2003
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*/
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/**
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@ -452,8 +452,8 @@ static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
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/* Distance from surface. */
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float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);
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/* For each distance d we compute the radiance incoming from an hypothetic parallel plane. */
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/* Compute radius of the footprint on the hypothetic plane */
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/* For each distance d we compute the radiance incoming from an hypothetical parallel plane. */
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/* Compute radius of the footprint on the hypothetical plane. */
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float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d);
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float r_step = r_fp / INTEGRAL_RESOLUTION;
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float area_accum = 0.0f;
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@ -2204,7 +2204,7 @@ bool SIM_mass_spring_force_spring_bending_hair(Implicit_Data *data,
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world_to_root_v3(data, j, goal, target);
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spring_hairbend_forces(data, i, j, k, goal, stiffness, damping, k, vecnull, vecnull, fk);
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negate_v3_v3(fj, fk); /* counterforce */
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negate_v3_v3(fj, fk); /* Counter-force. */
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spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, i, dfk_dxi);
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spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, j, dfk_dxj);
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