Cleanup: spelling

This commit is contained in:
Campbell Barton 2020-03-18 22:28:54 +11:00
parent c3651adf89
commit 406026abba
11 changed files with 19 additions and 21 deletions

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@ -134,7 +134,7 @@ void BKE_libblock_copy_ex(struct Main *bmain,
const int orig_flag);
void *BKE_libblock_copy(struct Main *bmain, const struct ID *id) ATTR_WARN_UNUSED_RESULT
ATTR_NONNULL();
/* Special version. sued by datablock localization. */
/* Special version: used by data-block localization. */
void *BKE_libblock_copy_for_localize(const struct ID *id);
void BKE_libblock_rename(struct Main *bmain, struct ID *id, const char *name) ATTR_NONNULL();

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@ -394,7 +394,7 @@ bool BKE_object_empty_image_data_is_visible_in_view3d(const struct Object *ob,
* The result is owned by the object.
*
* The mesh will be freed when object is re-evaluated or is destroyed. It is possible to force to
* clear memory sued by this mesh by calling BKE_object_to_mesh_clear().
* clear memory used by this mesh by calling BKE_object_to_mesh_clear().
*
* If preserve_all_data_layers is truth then the modifier stack is re-evaluated to ensure it
* preserves all possible custom data layers.

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@ -22,8 +22,6 @@
*
* A general (pointer -> pointer) chaining hash table
* for 'Abstract Data Types' (known as an ADT Hash Table).
*
* \note edgehash.c is based on this, make sure they stay in sync.
*/
#include <string.h>

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@ -9352,7 +9352,7 @@ static BHead *read_libblock(FileData *fd,
/* read all data into fd->datamap */
/* TODO: instead of building oldnewmap here we could just quickly check the bheads... could
* save some more ticks. Probably not worth it though, bottleneck is full depsgraph rebuild
* and eval, not actual file reading. */
* and evaluate, not actual file reading. */
bhead = read_data_into_oldnewmap(fd, id_bhead, allocname);
DEBUG_PRINTF(
@ -9889,9 +9889,9 @@ static void lib_link_all(FileData *fd, Main *bmain)
}
if (fd->memfile != NULL && do_partial_undo && (id->tag & LIB_TAG_UNDO_OLD_ID_REUSED) != 0) {
/* This ID has been re-used from 'old' bmain. Since it was therfore unchanged accross current
* undo step, and old IDs re-use their old memory address, we do not need to liblink it at
* all. */
/* This ID has been re-used from 'old' bmain. Since it was therefore unchanged across
* current undo step, and old IDs re-use their old memory address, we do not need to liblink
* it at all. */
continue;
}

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@ -3207,7 +3207,7 @@ static const MeshExtract extract_stretch_angle = {
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Edit UV angle stretch
/** \name Extract Edit Mesh Analysis Colors
* \{ */
static void *extract_mesh_analysis_init(const MeshRenderData *mr, void *buf)

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@ -188,7 +188,7 @@ void ED_space_clip_get_aspect_dimension_aware(SpaceClip *sc, float *aspx, float
* due to they're invariant to this stuff, but some transformation tools like rotation
* should be aware of aspect correction caused by different resolution in different
* directions.
* mainly this is sued for transformation stuff
* mainly this is used for transformation stuff
*/
if (!sc->clip) {

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@ -156,7 +156,7 @@ static void memfile_undosys_step_decode(struct bContext *C,
* The only time we should have to force a complete redo is when current step is tagged as a
* redo barrier.
* If previous step was not a memfile one should not matter here, current data in old bmain
* should still always be valid for unchanged dtat-blocks. */
* should still always be valid for unchanged datat-blocks. */
if (us_p->use_old_bmain_data == false) {
use_old_bmain_data = false;
}
@ -164,9 +164,9 @@ static void memfile_undosys_step_decode(struct bContext *C,
else {
/* Undo case.
* Here we do not care whether current step is an undo barrier, since we are comming from 'the
* future' we can still re-use old data. However, if *next* undo step (i.e. the one immédiately
* in the future, the one we are comming from) is a barrier, then we have to force a complete
* undo.
* future' we can still re-use old data. However, if *next* undo step
* (i.e. the one immediately in the future, the one we are coming from)
* is a barrier, then we have to force a complete undo.
* Note that non-memfile undo steps **should** not be an issue anymore, since we handle
* fine-grained update flags now.
*/

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@ -36,7 +36,7 @@ typedef struct HairCurve {
} HairCurve;
/* Hair attachment to a mesh.
* TODO: attach to tesselated triangles or polygons?
* TODO: attach to tessellated triangles or polygons?
* TODO: what type of interpolation to use for uv? */
typedef struct HairMapping {
float uv[2];

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@ -78,8 +78,8 @@ struct MLoopTri_Store {
/* not saved in file! */
typedef struct Mesh_Runtime {
/* Evaluated mesh for objects which do not have effective modifiers. This mesh is sued as a
* result of modifier stack evaluation.
/* Evaluated mesh for objects which do not have effective modifiers.
* This mesh is used as a result of modifier stack evaluation.
* Since modifier stack evaluation is threaded on object level we need some synchronization. */
struct Mesh *mesh_eval;
void *eval_mutex;

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@ -141,7 +141,7 @@ typedef enum eWM_GizmoFlagGroupTypeFlag {
WM_GIZMOGROUPTYPE_DELAY_REFRESH_FOR_TWEAK = (1 << 8),
/**
* Cause continuous redraws, i.e. set the region redraw flag on every main loop itertion. This
* Cause continuous redraws, i.e. set the region redraw flag on every main loop iteration. This
* should really be avoided by using proper region redraw tagging, notifiers and the message-bus,
* however for VR it's sometimes needed.
*/

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@ -746,10 +746,10 @@ void wm_xr_draw_view(const GHOST_XrDrawViewInfo *draw_view, void *customdata)
/* The draw-manager uses both GPUOffscreen and GPUViewport to manage frame and texture buffers. A
* call to GPU_viewport_draw_to_screen() is still needed to get the final result from the
* viewport buffers composited together and potentially color managed for display on screen.
* It needs a bound framebuffer to draw into, for which we simply reuse the GPUOffscreen one.
* It needs a bound frame-buffer to draw into, for which we simply reuse the GPUOffscreen one.
*
* In a next step, Ghost-XR will use the the currently bound framebuffer to retrieve the image to
* be submitted to the OpenXR swapchain. So do not un-bind the offscreen yet! */
* In a next step, Ghost-XR will use the the currently bound frame-buffer to retrieve the image
* to be submitted to the OpenXR swap-chain. So do not un-bind the offscreen yet! */
GPU_offscreen_bind(surface_data->offscreen, false);