Cleanup: spelling in comments
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@ -66,7 +66,7 @@ bool BlenderOutputDriver::read_render_tile(const Tile &tile)
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bool BlenderOutputDriver::update_render_tile(const Tile &tile)
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{
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/* Use final write for preview renders, otherwise render result wouldn't be be updated
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/* Use final write for preview renders, otherwise render result wouldn't be updated
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* quickly on Blender side. For all other cases we use the display driver. */
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if (b_engine_.is_preview()) {
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write_render_tile(tile);
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@ -1256,7 +1256,7 @@ struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
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* This one needs to work on a local tree.
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*
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* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
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* This declaration should be be moved out of BKE.
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* This declaration should be moved out of BKE.
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*/
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void ntreeGPUMaterialNodes(struct bNodeTree *localtree,
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struct GPUMaterial *mat,
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@ -1466,7 +1466,7 @@ void ntreeCompositTagRender(struct Scene *scene);
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* which calls #node_cmp_rlayers_register_pass for every render layer node.
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*
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* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
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* This declaration should be be moved out of BKE.
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* This declaration should be moved out of BKE.
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*/
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void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
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void ntreeCompositRegisterPass(struct bNodeTree *ntree,
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@ -48,7 +48,7 @@ typedef struct ParallelMempoolTaskData {
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* (each task should have its own),
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* such that each iterator goes over its own single chunk,
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* and only getting the next chunk to iterate over has to be
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* protected against concurrency (which can be done in a lockless way).
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* protected against concurrency (which can be done in a lock-less way).
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*
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* To be used when creating a task for each single item in the pool is totally overkill.
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*
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@ -129,41 +129,41 @@ struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D
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/**
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* Calculate the view transformation matrix from RegionView3D input.
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* The resulting matrix is equivalent to RegionView3D.viewinv
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* The resulting matrix is equivalent to #RegionView3D.viewinv
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* \param mat: The view 4x4 transformation matrix to calculate.
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* \param ofs: The view offset, normally from RegionView3D.ofs.
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* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
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* \param dist: The view distance from ofs, normally from RegionView3D.dist.
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* \param ofs: The view offset, normally from #RegionView3D.ofs.
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* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
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* \param dist: The view distance from ofs, normally from #RegionView3D.dist.
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*/
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void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
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/**
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* Set the view transformation from a 4x4 matrix.
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*
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* \param mat: The view 4x4 transformation matrix to assign.
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* \param ofs: The view offset, normally from RegionView3D.ofs.
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* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
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* \param dist: The view distance from ofs, normally from RegionView3D.dist.
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* \param ofs: The view offset, normally from #RegionView3D.ofs.
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* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
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* \param dist: The view distance from `ofs`, normally from #RegionView3D.dist.
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*/
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void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], const float *dist);
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/**
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* Set the RegionView3D members from an objects transformation and optionally lens.
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* Set the #RegionView3D members from an objects transformation and optionally lens.
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* \param ob: The object to set the view to.
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* \param ofs: The view offset to be set, normally from RegionView3D.ofs.
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* \param quat: The view rotation to be set, quaternion normally from RegionView3D.viewquat.
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* \param dist: The view distance from ofs to be set, normally from RegionView3D.dist.
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* \param ofs: The view offset to be set, normally from #RegionView3D.ofs.
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* \param quat: The view rotation to be set, quaternion normally from #RegionView3D.viewquat.
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* \param dist: The view distance from `ofs `to be set, normally from #RegionView3D.dist.
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* \param lens: The view lens angle set for cameras and lights, normally from View3D.lens.
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*/
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void ED_view3d_from_object(
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const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
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/**
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* Set the object transformation from RegionView3D members.
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* Set the object transformation from #RegionView3D members.
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* \param depsgraph: The depsgraph to get the evaluated object parent
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* for the transformation calculation.
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* \param ob: The object which has the transformation assigned.
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* \param ofs: The view offset, normally from RegionView3D.ofs.
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* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
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* \param dist: The view distance from ofs, normally from RegionView3D.dist.
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* \param ofs: The view offset, normally from #RegionView3D.ofs.
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* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
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* \param dist: The view distance from `ofs`, normally from #RegionView3D.dist.
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*/
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void ED_view3d_to_object(const struct Depsgraph *depsgraph,
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struct Object *ob,
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@ -802,7 +802,7 @@ bool ED_view3d_clipping_test(const struct RegionView3D *rv3d,
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float ED_view3d_radius_to_dist_persp(const float angle, const float radius);
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float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
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/**
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* Return a new RegionView3D.dist value to fit the \a radius.
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* Return a new #RegionView3D.dist value to fit the \a radius.
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*
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* \note Depth isn't taken into account, this will fit a flat plane exactly,
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* but points towards the view (with a perspective projection),
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@ -977,7 +977,7 @@ bool ED_operator_rv3d_user_region_poll(struct bContext *C);
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* set while drawing, however when functions like mesh_foreachScreenVert are
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* called by selection tools, we can't be sure this object was the last.
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*
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* for example, transparent objects are drawn after editmode and will cause
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* for example, transparent objects are drawn after edit-mode and will cause
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* the rv3d mat's to change and break selection.
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*
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* 'ED_view3d_init_mats_rv3d' should be called before
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@ -1127,7 +1127,7 @@ bool ED_view3d_camera_autokey(const struct Scene *scene,
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/**
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* Call after modifying a locked view.
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*
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* \note Not every view edit currently auto-keys (num-pad for eg),
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* \note Not every view edit currently auto-keys (numeric-pad for eg),
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* this is complicated because of smooth-view.
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*/
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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,
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/* outliner_dragdrop.c */
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/**
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* Region dropbox definition.
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* Region drop-box definition.
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*/
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void outliner_dropboxes(void);
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@ -592,7 +592,7 @@ TreeElement *outliner_find_item_at_x_in_row(const SpaceOutliner *space_outliner,
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bool *r_is_merged_icon,
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bool *r_is_over_icon);
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/**
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* Tse is not in the treestore, we use its contents to find a match.
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* `tse` is not in the treestore, we use its contents to find a match.
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*/
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TreeElement *outliner_find_tse(struct SpaceOutliner *space_outliner, const TreeStoreElem *tse);
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/**
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@ -689,7 +689,7 @@ typedef void (*InterpolationColorFunction)(
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void bicubic_interpolation_color(
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const struct ImBuf *in, unsigned char outI[4], float outF[4], float u, float v);
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/* Functions assumes out to be zero'ed, only does RGBA. */
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/* Functions assumes out to be zeroed, only does RGBA. */
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void nearest_interpolation_color_char(
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const struct ImBuf *in, unsigned char outI[4], float outF[4], float u, float v);
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