Cleanup: spelling
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4d43683899
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@ -788,7 +788,7 @@ ccl_device_inline float compare_floats(float a, float b, float abs_diff, int ulp
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}
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/* Calculate the angle between the two vectors a and b.
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* The usual approach acos(dot(a, b)) has severe precision issues for small angles,
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* The usual approach `acos(dot(a, b))` has severe precision issues for small angles,
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* which are avoided by this method.
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* Based on "Mangled Angles" from https://people.eecs.berkeley.edu/~wkahan/Mindless.pdf
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*/
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@ -78,7 +78,7 @@ float BLI_dial_angle(Dial *dial, const float current_position[2])
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cosval = dot_v2v2(current_direction, dial->initial_direction);
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sinval = cross_v2v2(current_direction, dial->initial_direction);
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/* clamp to avoid nans in acos */
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/* clamp to avoid nans in #acos */
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angle = atan2f(sinval, cosval);
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/* change of sign, we passed the 180 degree threshold. This means we need to add a turn.
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@ -384,7 +384,7 @@ void SMAABlendingWeightCalculationOperation::executePixel(float output[4],
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int bottom = searchYDown(x, y);
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int d1 = y - top, d2 = bottom - y;
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/* Fetch the top ang bottom crossing edges: */
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/* Fetch the top and bottom crossing edges: */
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int e1 = 0, e2 = 0;
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sample(m_imageReader, x - 1, top, c);
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if (c[1] > 0.0) {
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@ -161,7 +161,7 @@ struct Depsgraph {
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* does not need any bases. */
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bool is_render_pipeline_depsgraph;
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/* Notify editors about changes to IDs in this depsgrpah. */
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/* Notify editors about changes to IDs in this depsgraph. */
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bool use_editors_update;
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/* Cached list of colliders/effectors for collections and the scene
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@ -2323,7 +2323,7 @@ static void wpaint_do_symmetrical_brush_actions(
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cache->symmetry = symm;
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if (me->editflag & ME_EDIT_MIRROR_VERTEX_GROUPS) {
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/* We don't do any symmetry strokes when mirroing vertex groups. */
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/* We don't do any symmetry strokes when mirroring vertex groups. */
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copy_v3_v3(cache->true_last_location, cache->true_location);
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cache->is_last_valid = true;
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return;
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@ -101,8 +101,8 @@ TreeElementOverridesProperty::TreeElementOverridesProperty(TreeElement &legacy_t
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BLI_assert(legacy_te.store_elem->type == TSE_LIBRARY_OVERRIDE);
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legacy_te.name = override_prop_.rna_path;
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/* Abusing this for now, better way to do it is also pending current refacor of the whole tree
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* code to use CPP... */
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/* Abusing this for now, better way to do it is also pending current refactor of the whole tree
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* code to use C++. */
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legacy_te.directdata = POINTER_FROM_UINT(override_data.is_rna_path_valid);
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}
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@ -648,8 +648,8 @@ static void rna_FieldSettings_update(Main *UNUSED(bmain), Scene *UNUSED(scene),
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ob->pd->tex = NULL;
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}
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/* In the case of specific forcefields that are using the EffectorData's normal, we need to
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* rebuild mesh and bhvtree for SurfaceModifier to work correctly. */
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/* In the case of specific force-fields that are using the #EffectorData's normal, we need to
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* rebuild mesh and BVH-tree for #SurfaceModifier to work correctly. */
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if (ELEM(ob->pd->shape, PFIELD_SHAPE_SURFACE, PFIELD_SHAPE_POINTS) ||
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ob->pd->forcefield == PFIELD_GUIDE) {
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DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
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@ -152,7 +152,7 @@ static void calculate_sphere_faces(MutableSpan<MLoop> loops,
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int loop_index = 0;
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int poly_index = 0;
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/* Add the triangles conntected to the top vertex. */
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/* Add the triangles connected to the top vertex. */
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const int first_vert_ring_index_start = 1;
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for (const int segment : IndexRange(segments)) {
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MPoly &poly = polys[poly_index++];
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@ -166,7 +166,7 @@ bNodeTreeExec *ntree_exec_begin(bNodeExecContext *context,
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int index;
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bNode **nodelist;
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int totnodes, n;
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/* XXX texnodes have threading issues with muting, have to disable it there ... */
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/* XXX: texture-nodes have threading issues with muting, have to disable it there. */
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/* ensure all sock->link pointers and node levels are correct */
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/* Using global main here is likely totally wrong, not sure what to do about that one though...
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@ -126,7 +126,7 @@ void render_result_free(RenderResult *rr)
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MEM_freeN(rr);
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}
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/* version that's compatible with fullsample buffers */
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/** Version that's compatible with full-sample buffers. */
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void render_result_free_list(ListBase *lb, RenderResult *rr)
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{
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RenderResult *rrnext;
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@ -79,7 +79,7 @@ struct Render {
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RenderResult *result;
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/* if render with single-layer option, other rendered layers are stored here */
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RenderResult *pushedresult;
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/* a list of RenderResults, for fullsample */
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/** A list of #RenderResults, for full-samples. */
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ListBase fullresult;
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/* read/write mutex, all internal code that writes to re->result must use a
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* write lock, all external code must use a read lock. internal code is assumed
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