Cleanup: spelling
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@ -18,7 +18,7 @@
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/* Data type to replace `double` used in the NanoVDB headers. Cycles don't need doubles, and is
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* safer and more portable to never use double datatype on GPU.
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* Use a special structure, so that the following is true:
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* - No unnoticed implicit cast or mathermatical operations used on scalar 64bit type
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* - No unnoticed implicit cast or mathematical operations used on scalar 64bit type
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* (which rules out trick like using `uint64_t` as a drop-in replacement for double).
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* - Padding rules are matching exactly `double`
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* (which rules out array of `uint8_t`). */
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@ -1275,8 +1275,8 @@ void GeometryManager::device_update_bvh(Device *device,
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dscene->prim_tri_verts.give_data(pack.prim_tri_verts);
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}
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else {
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/* it is not stricly necessary to skip those resizes we if do not have to repack, as the OS
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* will not allocate pages if we do not touch them, however it does help catching bugs */
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/* It is not strictly necessary to skip those resizes we if do not have to repack, as the OS
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* will not allocate pages if we do not touch them, however it does help catching bugs. */
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pack.prim_tri_index.resize(num_prims);
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pack.prim_tri_verts.resize(num_tri_verts);
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pack.prim_type.resize(num_prims);
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@ -109,7 +109,7 @@ class GHOST_DropTargetX11 {
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/* class holding internal stiff of xdnd library */
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static DndClass m_dndClass;
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/* list of supported types to eb draggeg into */
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/* list of supported types to be dragged into */
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static Atom *m_dndTypes;
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/* list of supported dran'n'drop actions */
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@ -7211,14 +7211,14 @@ static void set_profile_spacing(BevelParams *bp, ProfileSpacing *pro_spacing, bo
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*
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* where edges are A, B, and C, following a face around vertices a, b, c, d.
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* th1 is angle abc and th2 is angle bcd;
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* and the argument EdgeHalf eb is B, going from b to c.
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* and the argument `EdgeHalf eb` is B, going from b to c.
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* In general case, edge offset specs for A, B, C have
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* the form ka*t, kb*t, kc*t where ka, kb, kc are some factors
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* (may be 0) and t is the current bp->offset.
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* We want to calculate t at which the clone of B parallel
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* to it collapses. This can be calculated using trig.
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* Another case of geometry collision that can happen is
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* When B slides along A because A is unbeveled.
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* When B slides along A because A is un-beveled.
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* Then it might collide with a. Similarly for B sliding along C.
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*/
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static float geometry_collide_offset(BevelParams *bp, EdgeHalf *eb)
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@ -685,7 +685,7 @@ typedef enum IDRecalcFlag {
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* redraw update in that case. */
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/* Selection of the ID itself or its components (for example, vertices) did
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* change, and all the drawing data is to eb updated. */
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* change, and all the drawing data is to be updated. */
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ID_RECALC_SELECT = (1 << 9),
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/* Flags on the base did change, and is to be copied onto all the copies of
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* corresponding objects. */
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