Cleanup: spelling

This commit is contained in:
Campbell Barton 2021-08-16 23:46:28 +10:00
parent 394a0b0da5
commit 7db3746033
4 changed files with 14 additions and 16 deletions

View File

@ -341,8 +341,8 @@ class GHOST_XrGraphicsBindingD3D : public GHOST_IXrGraphicsBinding {
bool &r_is_srgb_format) const override
{
std::vector<int64_t> gpu_binding_formats = {
# if 0 /* RGB10A2 doesn't seem to work with Oculus headsets, so move it after RGB16AF for the \
time being. */
# if 0 /* RGB10A2 doesn't seem to work with Oculus head-sets, \
* so move it after RGB16AF for the time being. */
DXGI_FORMAT_R10G10B10A2_UNORM,
# endif
DXGI_FORMAT_R16G16B16A16_UNORM,

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@ -329,10 +329,10 @@ static void draw_seq_waveform_overlay(View2D *v2d,
{
if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
/* Make sure that the start drawing position is aligned to the pixels on the screen to avoid
* flickering whem moving around the strip.
* flickering when moving around the strip.
* To do this we figure out the fractional offset in pixel space by checking where the
* window starts.
* We then append this pixel offset to our strip start coordiate to ensure we are aligned to
* We then append this pixel offset to our strip start coordinate to ensure we are aligned to
* the screen pixel grid. */
float pixel_frac = v2d->cur.xmin / frames_per_pixel - floor(v2d->cur.xmin / frames_per_pixel);
float x1_adj = clamp_frame_coord_to_pixel(x1, pixel_frac, frames_per_pixel);
@ -386,7 +386,7 @@ static void draw_seq_waveform_overlay(View2D *v2d,
/* The y coordinate for the middle of the strip. */
float y_mid = (y1 + y2) / 2.0f;
/* The lenght from the middle of the strip to the top/bottom. */
/* The length from the middle of the strip to the top/bottom. */
float y_scale = (y2 - y1) / 2.0f;
float volume = seq->volume;
@ -403,9 +403,9 @@ static void draw_seq_waveform_overlay(View2D *v2d,
if (strip_start_offset != 0) {
/* If start offset is not zero, we need to make sure that we pick the same start sample as if
* we simply scrolled the start of the strip offscreen. Otherwise we will get flickering when
* changing start offset as the pixel alignment will not be the same for the drawn samples.
*/
* we simply scrolled the start of the strip off-screen. Otherwise we will get flickering
* when changing start offset as the pixel alignment will not be the same for the drawn
* samples. */
strip_start_offset = clamp_frame_coord_to_pixel(
x1 - strip_start_offset, pixel_frac, frames_per_pixel);
start_sample = fabsf(strip_start_offset - x1_adj) * samples_per_frame;
@ -470,8 +470,7 @@ static void draw_seq_waveform_overlay(View2D *v2d,
if (was_line_strip != -1 && is_line_strip != was_line_strip) {
/* If the previously added strip type isn't the same as the current one,
* add transision areas so they transistion smoothly between each other.
*/
* add transition areas so they transition smoothly between each other. */
if (is_line_strip) {
/* This will be a line strip, end the tri strip. */
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)
int seq_a_start = SEQ_transform_get_left_handle_frame(seq_a);
int seq_b_start = SEQ_transform_get_left_handle_frame(seq_b);
/** If strips have the same start frame favor the one with a higher channel. **/
/* If strips have the same start frame favor the one with a higher channel. */
if (seq_a_start == seq_b_start) {
return seq_a->machine > seq_b->machine;
}

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@ -426,12 +426,11 @@ Sequence *SEQ_add_sound_strip(Main *bmain,
seq->sound = sound;
seq->scene_sound = NULL;
/* We round the frame duration as the audio sample lenghts usually does not
/* We round the frame duration as the audio sample lengths usually does not
* line up with the video frames. Therefore we round this number to the
* nearsest frame as the audio track usually overshoots or undershoots the
* end frame ofthe video by a little bit.
* See T47135 for under shoot example.
*/
* nearest frame as the audio track usually overshoots or undershoots the
* end frame of the video by a little bit.
* See T47135 for under shoot example. */
seq->len = MAX2(1, round((info.length - sound->offset_time) * FPS));
Strip *strip = seq->strip;