Cleanup: correct spelling in comments, remove profanity

This commit is contained in:
Campbell Barton 2021-07-11 15:28:20 +10:00
parent 0f201049b4
commit 2289e26fa3
Notes: blender-bot 2023-09-25 22:09:02 +02:00
Referenced by issue #112856, Nodes: Can't select Reroute nodes
9 changed files with 13 additions and 14 deletions

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@ -365,8 +365,8 @@ void StereoProjection(float left,
* of zero parallax.
*
* -0.31
* eye = half the eye separation; positive for the right eye subfield,
* negative for the left eye subfield.
* eye = half the eye separation; positive for the right eye sub-field,
* negative for the left eye sub-field.
*/
{
float xmid, ymid, clip_near, clip_far, topw, bottomw, leftw, rightw, dx, dy, n_over_d;

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@ -724,7 +724,7 @@ static BMOpDefine bmo_edgenet_fill_def = {
};
/*
* Edgenet Prepare.
* Edge-net Prepare.
*
* Identifies several useful edge loop cases and modifies them so
* they'll become a face when edgenet_fill is called. The cases covered are:

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@ -17,7 +17,7 @@
/** \file
* \ingroup bmesh
*
* Edgenet Fill.
* Edge-net Fill.
*/
#include <limits.h>

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@ -938,7 +938,7 @@ bool BM_mesh_intersect_edges(
}
if (va_dest == v_other_dest) {
/* Edge/Edgenet to vertex - we can't split the face. */
/* Edge/Edge-net to vertex - we can't split the face. */
break;
}
if (edgenet_len == 0 && BM_edge_exists(va_dest, v_other_dest)) {

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@ -36,12 +36,12 @@ namespace blender::compositor {
*
* http://www.iryoku.com/smaa/
*
* This file is based on smaa-cpp:
* This file is based on SMAA-CPP:
*
* https://github.com/iRi-E/smaa-cpp
*
* Currently only SMAA 1x mode is provided, so the operation will be done
* with no spatial multisampling nor temporal supersampling.
* with no spatial multi-sampling nor temporal super-sampling.
*
* NOTE: This program assumes the screen coordinates are DirectX style, so
* the vertical direction is upside-down. "top" and "bottom" actually mean

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@ -1645,7 +1645,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
drw_engines_draw_scene();
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
/* Fix 3D view "lagging" on APPLE and WIN32+NVIDIA. (See T56996, T61474) */
GPU_flush();
DRW_stats_reset();

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@ -205,7 +205,7 @@ static void bakeModifier(Main *UNUSED(bmain),
}
if (!gpd->runtime.lineart_cache) {
/* Only calculate for this modifer, thus no need to get maximum values from all line art
/* Only calculate for this modifier, thus no need to get maximum values from all line art
* modifiers in the stack. */
lmd->edge_types_override = lmd->edge_types;
lmd->level_end_override = lmd->level_end;

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@ -1028,14 +1028,13 @@ Mesh *MOD_solidify_extrude_modifyMesh(ModifierData *md, const ModifierEvalContex
if (do_rim) {
uint i;
/* bugger, need to re-calculate the normals for the new edge faces.
/* NOTE(campbell): Unfortunately re-calculate the normals for the new edge faces is necessary.
* This could be done in many ways, but probably the quickest way
* is to calculate the average normals for side faces only.
* Then blend them with the normals of the edge verts.
*
* at the moment its easiest to allocate an entire array for every vertex,
* even though we only need edge verts - campbell
*/
* At the moment its easiest to allocate an entire array for every vertex,
* even though we only need edge verts. */
#define SOLIDIFY_SIDE_NORMALS

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@ -287,7 +287,7 @@ class Report:
-moz-background-size:50px 50px;
background-size:50px 50px;
-webkit-background-size:50px 51px; /* override value for shitty webkit */
-webkit-background-size:50px 51px; /* Override value for silly webkit. */
background-position:0 0, 25px 0, 25px -25px, 0px 25px;
}}