Cleanup: spelling
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@ -341,8 +341,8 @@ class GHOST_XrGraphicsBindingD3D : public GHOST_IXrGraphicsBinding {
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bool &r_is_srgb_format) const override
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{
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std::vector<int64_t> gpu_binding_formats = {
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# if 0 /* RGB10A2 doesn't seem to work with Oculus headsets, so move it after RGB16AF for the \
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time being. */
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# if 0 /* RGB10A2 doesn't seem to work with Oculus head-sets, \
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* so move it after RGB16AF for the time being. */
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DXGI_FORMAT_R10G10B10A2_UNORM,
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# endif
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DXGI_FORMAT_R16G16B16A16_UNORM,
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@ -329,10 +329,10 @@ static void draw_seq_waveform_overlay(View2D *v2d,
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{
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if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
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/* Make sure that the start drawing position is aligned to the pixels on the screen to avoid
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* flickering whem moving around the strip.
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* flickering when moving around the strip.
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* To do this we figure out the fractional offset in pixel space by checking where the
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* window starts.
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* We then append this pixel offset to our strip start coordiate to ensure we are aligned to
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* We then append this pixel offset to our strip start coordinate to ensure we are aligned to
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* the screen pixel grid. */
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float pixel_frac = v2d->cur.xmin / frames_per_pixel - floor(v2d->cur.xmin / frames_per_pixel);
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float x1_adj = clamp_frame_coord_to_pixel(x1, pixel_frac, frames_per_pixel);
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@ -386,7 +386,7 @@ static void draw_seq_waveform_overlay(View2D *v2d,
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/* The y coordinate for the middle of the strip. */
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float y_mid = (y1 + y2) / 2.0f;
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/* The lenght from the middle of the strip to the top/bottom. */
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/* The length from the middle of the strip to the top/bottom. */
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float y_scale = (y2 - y1) / 2.0f;
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float volume = seq->volume;
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@ -403,9 +403,9 @@ static void draw_seq_waveform_overlay(View2D *v2d,
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if (strip_start_offset != 0) {
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/* If start offset is not zero, we need to make sure that we pick the same start sample as if
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* we simply scrolled the start of the strip offscreen. Otherwise we will get flickering when
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* changing start offset as the pixel alignment will not be the same for the drawn samples.
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*/
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* we simply scrolled the start of the strip off-screen. Otherwise we will get flickering
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* when changing start offset as the pixel alignment will not be the same for the drawn
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* samples. */
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strip_start_offset = clamp_frame_coord_to_pixel(
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x1 - strip_start_offset, pixel_frac, frames_per_pixel);
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start_sample = fabsf(strip_start_offset - x1_adj) * samples_per_frame;
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@ -470,8 +470,7 @@ static void draw_seq_waveform_overlay(View2D *v2d,
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if (was_line_strip != -1 && is_line_strip != was_line_strip) {
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/* If the previously added strip type isn't the same as the current one,
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* add transision areas so they transistion smoothly between each other.
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*/
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* add transition areas so they transition smoothly between each other. */
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if (is_line_strip) {
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/* This will be a line strip, end the tri strip. */
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tri_strip_iter->pos[0] = x1_offset + i * frames_per_pixel;
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@ -2943,7 +2943,7 @@ static int seq_cmp_time_startdisp_channel(const void *a, const void *b)
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int seq_a_start = SEQ_transform_get_left_handle_frame(seq_a);
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int seq_b_start = SEQ_transform_get_left_handle_frame(seq_b);
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/** If strips have the same start frame favor the one with a higher channel. **/
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/* If strips have the same start frame favor the one with a higher channel. */
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if (seq_a_start == seq_b_start) {
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return seq_a->machine > seq_b->machine;
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}
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@ -426,12 +426,11 @@ Sequence *SEQ_add_sound_strip(Main *bmain,
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seq->sound = sound;
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seq->scene_sound = NULL;
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/* We round the frame duration as the audio sample lenghts usually does not
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/* We round the frame duration as the audio sample lengths usually does not
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* line up with the video frames. Therefore we round this number to the
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* nearsest frame as the audio track usually overshoots or undershoots the
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* end frame ofthe video by a little bit.
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* See T47135 for under shoot example.
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*/
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* nearest frame as the audio track usually overshoots or undershoots the
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* end frame of the video by a little bit.
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* See T47135 for under shoot example. */
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seq->len = MAX2(1, round((info.length - sound->offset_time) * FPS));
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Strip *strip = seq->strip;
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