Cleanup: clang-tidy, spelling
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@ -728,7 +728,7 @@ void BlenderDisplayDriver::vertex_buffer_update(const Params & /*params*/)
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*
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* Such approach can cause some extra "jelly" effect during panning, but it is not more jelly
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* than overlay of selected objects. Also, it's possible to redraw texture at an intersection of
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* the texture draw parameters and the latest updated draw paaremters (altohoyugh, complexity of
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* the texture draw parameters and the latest updated draw parameters (although, complexity of
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* doing it might not worth it. */
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const int x = texture_.params.full_offset.x;
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const int y = texture_.params.full_offset.y;
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@ -667,7 +667,7 @@ int Scene::get_volume_stack_size() const
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if (object->intersects_volume) {
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/* Object intersects another volume, assume it's possible to go deeper in the stack. */
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/* TODO(sergey): This might count nesting twice (A intersects B and B intersects A), but
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* can't think of a computantially cheap algorithm. Dividing my 2 doesn't work because of
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* can't think of a computationally cheap algorithm. Dividing my 2 doesn't work because of
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* Venn diagram example with 3 circles. */
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++volume_stack_size;
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}
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@ -122,4 +122,4 @@ void attribute_search_add_items(StringRefNull str,
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BLI_string_search_free(search);
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}
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} // namespace blender::ui
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} // namespace blender::ui
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@ -693,7 +693,7 @@ char *UI_tree_view_item_drop_tooltip(const uiTreeViewItemHandle *item_, const wm
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const std::unique_ptr<AbstractTreeViewItemDropController> drop_controller =
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item.create_drop_controller();
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if (!drop_controller) {
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return NULL;
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return nullptr;
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}
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return BLI_strdup(drop_controller->drop_tooltip(*drag).c_str());
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