Cleanup: spelling

This commit is contained in:
Campbell Barton 2021-08-02 15:22:54 +10:00
parent 836aeebf70
commit 1cf45fe10f
5 changed files with 7 additions and 7 deletions

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@ -94,7 +94,7 @@ bool GHOST_ImeWin32::IsEnglishMode()
bool GHOST_ImeWin32::IsImeKeyEvent(char ascii)
{
if (!(IsEnglishMode())) {
/* In Chinese, Japanese, Korena, all alpha keys are processed by IME. */
/* In Chinese, Japanese, Korean, all alpha keys are processed by IME. */
if ((ascii >= 'A' && ascii <= 'Z') || (ascii >= 'a' && ascii <= 'z')) {
return true;
}

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@ -72,7 +72,7 @@ static Mesh *remesh_quadriflow(const Mesh *input_mesh,
/* Ensure that the triangulated mesh data is up to data */
const MLoopTri *looptri = BKE_mesh_runtime_looptri_ensure(input_mesh);
/* Gather the required data for export to the internal quadiflow mesh format */
/* Gather the required data for export to the internal quadriflow mesh format. */
MVertTri *verttri = (MVertTri *)MEM_callocN(
sizeof(*verttri) * BKE_mesh_runtime_looptri_len(input_mesh), "remesh_looptri");
BKE_mesh_runtime_verttri_from_looptri(

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@ -1165,8 +1165,8 @@ static int filter_plane_side(const double3 &p,
* interesect_tri_tri and helper functions.
* This code uses the algorithm of Guigue and Devillers, as described
* in "Faster Triangle-Triangle Intersection Tests".
* Adapted from github code by Eric Haines:
* github.com/erich666/jgt-code/tree/master/Volume_08/Number_1/Guigue2003
* Adapted from code by Eric Haines:
* https://github.com/erich666/jgt-code/tree/master/Volume_08/Number_1/Guigue2003
*/
/**

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@ -452,8 +452,8 @@ static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
/* Distance from surface. */
float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);
/* For each distance d we compute the radiance incoming from an hypothetic parallel plane. */
/* Compute radius of the footprint on the hypothetic plane */
/* For each distance d we compute the radiance incoming from an hypothetical parallel plane. */
/* Compute radius of the footprint on the hypothetical plane. */
float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d);
float r_step = r_fp / INTEGRAL_RESOLUTION;
float area_accum = 0.0f;

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@ -2204,7 +2204,7 @@ bool SIM_mass_spring_force_spring_bending_hair(Implicit_Data *data,
world_to_root_v3(data, j, goal, target);
spring_hairbend_forces(data, i, j, k, goal, stiffness, damping, k, vecnull, vecnull, fk);
negate_v3_v3(fj, fk); /* counterforce */
negate_v3_v3(fj, fk); /* Counter-force. */
spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, i, dfk_dxi);
spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, j, dfk_dxj);