Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2021-12-09 20:21:26 +11:00
parent 15a428eab0
commit 8ef8f3a60a
6 changed files with 25 additions and 25 deletions

View File

@ -66,7 +66,7 @@ bool BlenderOutputDriver::read_render_tile(const Tile &tile)
bool BlenderOutputDriver::update_render_tile(const Tile &tile)
{
/* Use final write for preview renders, otherwise render result wouldn't be be updated
/* Use final write for preview renders, otherwise render result wouldn't be updated
* quickly on Blender side. For all other cases we use the display driver. */
if (b_engine_.is_preview()) {
write_render_tile(tile);

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@ -1256,7 +1256,7 @@ struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
* This one needs to work on a local tree.
*
* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
* This declaration should be be moved out of BKE.
* This declaration should be moved out of BKE.
*/
void ntreeGPUMaterialNodes(struct bNodeTree *localtree,
struct GPUMaterial *mat,
@ -1466,7 +1466,7 @@ void ntreeCompositTagRender(struct Scene *scene);
* which calls #node_cmp_rlayers_register_pass for every render layer node.
*
* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
* This declaration should be be moved out of BKE.
* This declaration should be moved out of BKE.
*/
void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
void ntreeCompositRegisterPass(struct bNodeTree *ntree,

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@ -48,7 +48,7 @@ typedef struct ParallelMempoolTaskData {
* (each task should have its own),
* such that each iterator goes over its own single chunk,
* and only getting the next chunk to iterate over has to be
* protected against concurrency (which can be done in a lockless way).
* protected against concurrency (which can be done in a lock-less way).
*
* To be used when creating a task for each single item in the pool is totally overkill.
*

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@ -129,41 +129,41 @@ struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D
/**
* Calculate the view transformation matrix from RegionView3D input.
* The resulting matrix is equivalent to RegionView3D.viewinv
* The resulting matrix is equivalent to #RegionView3D.viewinv
* \param mat: The view 4x4 transformation matrix to calculate.
* \param ofs: The view offset, normally from RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from RegionView3D.dist.
* \param ofs: The view offset, normally from #RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from #RegionView3D.dist.
*/
void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
/**
* Set the view transformation from a 4x4 matrix.
*
* \param mat: The view 4x4 transformation matrix to assign.
* \param ofs: The view offset, normally from RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from RegionView3D.dist.
* \param ofs: The view offset, normally from #RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from `ofs`, normally from #RegionView3D.dist.
*/
void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], const float *dist);
/**
* Set the RegionView3D members from an objects transformation and optionally lens.
* Set the #RegionView3D members from an objects transformation and optionally lens.
* \param ob: The object to set the view to.
* \param ofs: The view offset to be set, normally from RegionView3D.ofs.
* \param quat: The view rotation to be set, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs to be set, normally from RegionView3D.dist.
* \param ofs: The view offset to be set, normally from #RegionView3D.ofs.
* \param quat: The view rotation to be set, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from `ofs `to be set, normally from #RegionView3D.dist.
* \param lens: The view lens angle set for cameras and lights, normally from View3D.lens.
*/
void ED_view3d_from_object(
const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
/**
* Set the object transformation from RegionView3D members.
* Set the object transformation from #RegionView3D members.
* \param depsgraph: The depsgraph to get the evaluated object parent
* for the transformation calculation.
* \param ob: The object which has the transformation assigned.
* \param ofs: The view offset, normally from RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from RegionView3D.dist.
* \param ofs: The view offset, normally from #RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from `ofs`, normally from #RegionView3D.dist.
*/
void ED_view3d_to_object(const struct Depsgraph *depsgraph,
struct Object *ob,
@ -802,7 +802,7 @@ bool ED_view3d_clipping_test(const struct RegionView3D *rv3d,
float ED_view3d_radius_to_dist_persp(const float angle, const float radius);
float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
/**
* Return a new RegionView3D.dist value to fit the \a radius.
* Return a new #RegionView3D.dist value to fit the \a radius.
*
* \note Depth isn't taken into account, this will fit a flat plane exactly,
* but points towards the view (with a perspective projection),
@ -977,7 +977,7 @@ bool ED_operator_rv3d_user_region_poll(struct bContext *C);
* set while drawing, however when functions like mesh_foreachScreenVert are
* called by selection tools, we can't be sure this object was the last.
*
* for example, transparent objects are drawn after editmode and will cause
* for example, transparent objects are drawn after edit-mode and will cause
* the rv3d mat's to change and break selection.
*
* 'ED_view3d_init_mats_rv3d' should be called before
@ -1127,7 +1127,7 @@ bool ED_view3d_camera_autokey(const struct Scene *scene,
/**
* Call after modifying a locked view.
*
* \note Not every view edit currently auto-keys (num-pad for eg),
* \note Not every view edit currently auto-keys (numeric-pad for eg),
* this is complicated because of smooth-view.
*/
bool ED_view3d_camera_lock_autokey(struct View3D *v3d,

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@ -457,7 +457,7 @@ void outliner_item_openclose(struct SpaceOutliner *space_outliner,
/* outliner_dragdrop.c */
/**
* Region dropbox definition.
* Region drop-box definition.
*/
void outliner_dropboxes(void);
@ -592,7 +592,7 @@ TreeElement *outliner_find_item_at_x_in_row(const SpaceOutliner *space_outliner,
bool *r_is_merged_icon,
bool *r_is_over_icon);
/**
* Tse is not in the treestore, we use its contents to find a match.
* `tse` is not in the treestore, we use its contents to find a match.
*/
TreeElement *outliner_find_tse(struct SpaceOutliner *space_outliner, const TreeStoreElem *tse);
/**

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@ -689,7 +689,7 @@ typedef void (*InterpolationColorFunction)(
void bicubic_interpolation_color(
const struct ImBuf *in, unsigned char outI[4], float outF[4], float u, float v);
/* Functions assumes out to be zero'ed, only does RGBA. */
/* Functions assumes out to be zeroed, only does RGBA. */
void nearest_interpolation_color_char(
const struct ImBuf *in, unsigned char outI[4], float outF[4], float u, float v);