Cleanup: fix typos in source code in intern/

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D13532
This commit is contained in:
Brecht Van Lommel 2022-01-05 15:09:53 +01:00
parent 29ab711efa
commit 86141a75eb
Notes: blender-bot 2023-02-14 08:58:01 +01:00
Referenced by issue #94711, Blender crashes with on Apple M1 when using Cycles with GPU Compute since rB8393ccd07634
15 changed files with 19 additions and 19 deletions

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@ -41,8 +41,8 @@ class GHOST_Window : public GHOST_IWindow {
* Constructor.
* Creates a new window and opens it.
* To check if the window was created properly, use the getValid() method.
* \param width: The width the window.
* \param height: The height the window.
* \param width: The width of the window.
* \param height: The height of the window.
* \param state: The state the window is initially opened with.
* \param wantStereoVisual: Stereo visual for quad buffered stereo.
* \param exclusive: Use to show the window ontop and ignore others (used full-screen).

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@ -196,12 +196,12 @@ void IK_QJacobian::InvertSDLS()
// Compute the dampeds least squeares pseudo inverse of J.
//
// Since J is usually not invertible (most of the times it's not even
// square), the psuedo inverse is used. This gives us a least squares
// square), the pseudo inverse is used. This gives us a least squares
// solution.
//
// This is fine when the J*Jt is of full rank. When J*Jt is near to
// singular the least squares inverse tries to minimize |J(dtheta) - dX)|
// and doesn't try to minimize dTheta. This results in eratic changes in
// and doesn't try to minimize dTheta. This results in erratic changes in
// angle. The damped least squares minimizes |dtheta| to try and reduce this
// erratic behavior.
//
@ -323,7 +323,7 @@ void IK_QJacobian::InvertDLS()
// least squares solution. This is fine when the m_jjt is
// of full rank. When m_jjt is near to singular the least squares
// inverse tries to minimize |J(dtheta) - dX)| and doesn't
// try to minimize dTheta. This results in eratic changes in angle.
// try to minimize dTheta. This results in erratic changes in angle.
// Damped least squares minimizes |dtheta| to try and reduce this
// erratic behavior.

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@ -178,7 +178,7 @@ bool AutoTrack::TrackMarker(Marker* tracked_marker,
return false;
}
// Store original position befoer tracking, so we can claculate offset later.
// Store original position before tracking, so we can claculate offset later.
Vec2f original_center = tracked_marker->center;
// Do the tracking!

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@ -239,7 +239,7 @@
// Check what is the latest C++ specification the compiler supports.
//
// NOTE: Use explicit definition here to avoid expansion-to-defined warning from
// being geenrated. While this will most likely a false-positive warning in this
// being generated. While this will most likely a false-positive warning in this
// particular case, that warning might be helpful to catch errors elsewhere.
// C++11 check.

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@ -25,7 +25,7 @@
namespace libmv {
// A vector of elements with fixed lenght and deep copy semantics.
// A vector of elements with fixed length and deep copy semantics.
template <typename T, int N>
class Tuple {
public:

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@ -38,7 +38,7 @@ namespace libmv {
// The 2-point algorithm solves for the rotation of the camera with a single
// focal length (4 degrees of freedom).
//
// Compute from 1 to 3 possible focal lenght for 2 point correspondences.
// Compute from 1 to 3 possible focal length for 2 point correspondences.
// Suppose that the cameras share the same optical center and focal lengths:
//
// Image 1 => H*x = x' => Image 2

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@ -261,7 +261,7 @@ Mat3 RotationRodrigues(const Vec3& axis);
// positive z-axis, and y is oriented close to up.
Mat3 LookAt(Vec3 center);
// Return a diagonal matrix from a vector containg the diagonal values.
// Return a diagonal matrix from a vector containing the diagonal values.
template <typename TVec>
inline Mat Diag(const TVec& x) {
return x.asDiagonal();

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@ -50,7 +50,7 @@ int SolveCubicPolynomial(Real a, Real b, Real c, Real* x0, Real* x1, Real* x2) {
Real CQ3 = 2916 * q * q * q;
if (R == 0 && Q == 0) {
// Tripple root in one place.
// Triple root in one place.
*x0 = *x1 = *x2 = -a / 3;
return 3;

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@ -41,7 +41,7 @@
class MEM_RefCounted {
public:
/**
* Constructs a a shared object.
* Constructs a shared object.
*/
MEM_RefCounted() : m_refCount(1)
{

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@ -234,7 +234,7 @@
// Check what is the latest C++ specification the compiler supports.
//
// NOTE: Use explicit definition here to avoid expansion-to-defined warning from
// being geenrated. While this will most likely a false-positive warning in this
// being generated. While this will most likely a false-positive warning in this
// particular case, that warning might be helpful to catch errors elsewhere.
// C++11 check.

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@ -119,7 +119,7 @@ vec4 curvemapping_evaluate_premulRGBF(vec4 col)
/* Using a triangle distribution which gives a more final uniform noise.
* See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */
/* GPUs are rounding before writting to framebuffer so we center the distribution around 0.0. */
/* GPUs are rounding before writing to framebuffer so we center the distribution around 0.0. */
/* Return triangle noise in [-1..1[ range */
float dither_random_value(vec2 co)
{

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@ -183,7 +183,7 @@ void MeshTopology::setNumFaces(int num_faces)
num_faces_ = num_faces;
// NOTE: Extra element to store fake face past the last real one to make it
// possible to calculate number of verticies in the last face.
// possible to calculate number of vertices in the last face.
faces_first_vertex_index_.resize(num_faces + 1, 0);
}

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@ -111,7 +111,7 @@ class MeshTopology {
// Pipeline related.
// This function is to be called when number of vertices, edges, faces, and
// face-verticies are known.
// face-vertices are known.
//
// Usually is called from the end of topology refiner factory's
// resizeComponentTopology().
@ -162,7 +162,7 @@ class MeshTopology {
int num_faces_;
// Continuous array of all verticies of all faces:
// Continuous array of all vertices of all faces:
// [vertex indices of face 0][vertex indices of face 1] .. [vertex indices of face n].
vector<int> face_vertex_indices_;

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@ -135,7 +135,7 @@ typedef struct OpenSubdiv_Converter {
// specified in precalcUVLayer().
int (*getNumUVCoordinates)(const struct OpenSubdiv_Converter *converter);
// For the given face index and its corner (known as loop in Blender)
// get corrsponding UV coordinate index.
// get corresponding UV coordinate index.
int (*getFaceCornerUVIndex)(const struct OpenSubdiv_Converter *converter,
const int face_index,
const int corner_index);

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@ -56,7 +56,7 @@ size_t count_utf_8_from_16(const wchar_t *string16)
}
else {
if (u < 0xE000) {
/*illigal*/;
/*illegal*/;
}
else {
count += 3;