Cleanup: spelling

This commit is contained in:
Campbell Barton 2019-08-18 04:11:50 +10:00
parent 2aef1347f9
commit b1959a96a2
42 changed files with 65 additions and 62 deletions

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@ -231,7 +231,7 @@ ccl_device float bssrdf_burley_eval(const float d, float r)
* NOTES:
* - Surface albedo is already included into sc->weight, no need to
* multiply by this term here.
* - This is normalized diffuse model, so the equation is mutliplied
* - This is normalized diffuse model, so the equation is multiplied
* by 2*pi, which also matches cdf().
*/
float exp_r_3_d = expf(-r / (3.0f * d));

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@ -1523,7 +1523,7 @@ static_assert_align(KernelShader, 16);
* Queue 1 - Active rays
* Queue 2 - Background queue
* Queue 3 - Shadow ray cast kernel - AO
* Queeu 4 - Shadow ray cast kernel - direct lighting
* Queue 4 - Shadow ray cast kernel - direct lighting
*/
/* Queue names */

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@ -1336,7 +1336,7 @@ static void read_subd_sample(const std::string &iobject_full_name,
if ((settings->read_flag & MOD_MESHSEQ_READ_POLY) != 0) {
/* Alembic's 'SubD' scheme is used to store subdivision surfaces, i.e. the pre-subdivision
* mesh. Currently we don't add a subdivison modifier when we load such data. This code is
* mesh. Currently we don't add a subdivision modifier when we load such data. This code is
* assuming that the subdivided surface should be smooth, and sets a flag that will eventually
* mark all polygons as such. */
abc_mesh_data.poly_flag_smooth = true;

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@ -565,7 +565,7 @@ VChar *BLI_vfontchar_copy(const VChar *vchar_src, const int UNUSED(flag))
* between them
* </pre>
*
* Each glyph's original outline points are located on a grid of indivisible units.
* Each glyphs original outline points are located on a grid of indivisible units.
* The points are stored in the font file as 16-bit integer grid coordinates,
* with the grid origin's being at (0, 0); they thus range from -16384 to 16383.
*

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@ -24,7 +24,7 @@
*
* Generate binary message catalog from textual translation description.
*
* This program converts a textual Uniforum-style message catalog (.po file)
* This program converts a textual Uniform-style message catalog (.po file)
* into a binary GNU catalog (.mo file).
* This is essentially the same function as the GNU msgfmt program,
* however, it is a simpler implementation.

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@ -870,9 +870,11 @@ void BM_editselection_normal(BMEditSelection *ese, float r_normal[3])
}
}
/* Calculate a plane that is rightangles to the edge/vert/faces normal
/**
* Calculate a plane that is right angles to the edge/vert/faces normal
* also make the plane run along an axis that is related to the geometry,
* because this is used for the gizmos Y axis. */
* because this is used for the gizmos Y axis.
*/
void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
{
if (ese->htype == BM_VERT) {

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@ -1542,7 +1542,7 @@ float BM_loop_calc_face_normal_safe_ex(const BMLoop *l, const float epsilon_sq,
/**
* #BM_loop_calc_face_normal_safe_ex with pre-defined sane epsilon.
*
* Since this doesn't scale baed on triangle size, fixed value works well.
* Since this doesn't scale based on triangle size, fixed value works well.
*/
float BM_loop_calc_face_normal_safe(const BMLoop *l, float r_normal[3])
{

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@ -648,7 +648,7 @@ static void *bmw_ConnectedVertexWalker_step(BMWalker *walker)
* \note that this doesn't work on non-manifold geometry.
* it might be better to rewrite this to extract
* boundary info from the island walker, rather then directly walking
* over the boundary. raises an error if it encounters nonmanifold geometry.
* over the boundary. raises an error if it encounters non-manifold geometry.
*
* \todo Add restriction flag/callback for wire edges.
*/

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@ -215,7 +215,7 @@ class CompositorContext {
}
/**
* \brief get the current framenumber of the scene in this context
* \brief get the current frame-number of the scene in this context
*/
int getFramenumber() const;

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@ -78,8 +78,8 @@ class OpenCLDevice : public Device {
bool initialize();
/**
* \brief deinitialize the device
* During deintiialization the command queue is cleared
* \brief de-initialize the device
* During de-initialization the command queue is cleared
*/
void deinitialize();

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@ -119,7 +119,7 @@ void WriteBufferOperation::executeOpenCLRegion(OpenCLDevice *device,
/*
* 1. create cl_mem from outputbuffer
* 2. call NodeOperation (input) executeOpenCLChunk(.....)
* 3. schedule readback from opencl to main device (outputbuffer)
* 3. schedule read back from opencl to main device (outputbuffer)
* 4. schedule native callback
*
* note: list of cl_mem will be filled by 2, and needs to be cleaned up by 4

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@ -509,7 +509,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le
}
/**
* Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
* Simple down-sampling algorithm for cubemap. Reconstruct mip chain up to mip level.
*/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
@ -580,7 +580,7 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
/* NOTE: Lookdev drawing happens before TAA but after
* motion blur and dof to avoid distortions.
* Velocity resolve use a hack to exclude lookdev
* spheres from creating shimering reprojection vectors. */
* spheres from creating shimmering re-projection vectors. */
EEVEE_lookdev_draw(vedata);
EEVEE_velocity_resolve(vedata);

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@ -1213,7 +1213,7 @@ void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
DRW_draw_pass(psl->probe_visibility_compute);
}
/* Actually a simple downsampling */
/* Actually a simple down-sampling. */
static void downsample_planar(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;

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@ -779,7 +779,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
/**
* Special ball distribution:
* Point are distributed in a way that when they are orthogonaly
* Point are distributed in a way that when they are orthogonally
* projected into any plane, the resulting distribution is (close to)
* a uniform disc distribution.
*/

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@ -3790,7 +3790,7 @@ static void *extract_select_idx_init(const MeshRenderData *mr, void *buf)
return vbo->data;
}
/* TODO Use glVertexID to get loop index and use the data structure on the CPU to retreive the
/* TODO Use glVertexID to get loop index and use the data structure on the CPU to retrieve the
* select element associated with this loop ID. This would remove the need for this separate index
* VBOs. We could upload the p/e/v_origindex as a buffer texture and sample it inside the shader to
* output original index. */

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@ -253,7 +253,7 @@ void DRW_hair_update(void)
* On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
*
* So instead of using transform feedback we render to a texture,
* readback the result to system memory and reupload as VBO data.
* read back the result to system memory and re-upload as VBO data.
* It is really not ideal performance wise, but it is the simplest
* and the most local workaround that still uses the power of the GPU.
*/

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@ -1955,7 +1955,7 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
DRW_opengl_context_enable();
}
/* IMPORTANT: We dont support immediate mode in render mode!
/* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */

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@ -178,7 +178,7 @@ static void drw_deferred_shader_compilation_free(void *custom_data)
static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
{
/* Do not deferre the compilation if we are rendering for image.
/* Do not defer the compilation if we are rendering for image.
* deferred rendering is only possible when `evil_C` is available */
if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION ||
!deferred) {

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@ -218,7 +218,7 @@ static int add_driver_with_target(ReportList *UNUSED(reports),
/* Create a driver variable for the target
* - For transform properties, we want to automatically use "transform channel" instead
* (The only issue is with quat rotations vs euler channels...)
* (The only issue is with quaternion rotations vs euler channels...)
* - To avoid problems with transform properties depending on the final transform that they
* control (thus creating pseudo-cycles - see T48734), we don't use transform channels
* when both the source and destinations are in same places.

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@ -1544,9 +1544,9 @@ static bool delete_keyframe_fcurve(AnimData *adt, FCurve *fcu, float cfra)
static void deg_tag_after_keyframe_delete(Main *bmain, ID *id, AnimData *adt)
{
if (adt->action == NULL) {
/* In the case last f-curve wes removed need to inform dependency graph
/* In the case last f-curve was removed need to inform dependency graph
* about relations update, since it needs to get rid of animation operation
* for this datablock. */
* for this data-block. */
DEG_id_tag_update_ex(bmain, id, ID_RECALC_ANIMATION_NO_FLUSH);
DEG_relations_tag_update(bmain);
}

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@ -1156,7 +1156,7 @@ static tGPsdata *gp_session_initpaint(bContext *C)
/* create new context data */
p = MEM_callocN(sizeof(tGPsdata), "Annotation Drawing Data");
/* Try to initialise context data
/* Try to initialize context data
* WARNING: This may not always succeed (e.g. using GP in an annotation-only context)
*/
if (gp_session_initdata(C, p) == 0) {

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@ -8184,7 +8184,7 @@ static int ui_handle_button_event(bContext *C, const wmEvent *event, uiBut *but)
else {
/* Do this so we can still mouse-up, closing the menu and running the button.
* This is nice to support but there are times when the button gets left pressed.
* Keep disavled for now. */
* Keep disabled for now. */
WM_event_remove_timer(data->wm, data->window, data->hold_action_timer);
data->hold_action_timer = NULL;
}

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@ -1119,7 +1119,7 @@ static int reports_to_text_exec(bContext *C, wmOperator *UNUSED(op))
txt = BKE_text_add(bmain, "Recent Reports");
/* convert entire list to a display string, and add this to the text-block
* - if commandline debug option enabled, show debug reports too
* - if command-line debug option enabled, show debug reports too
* - otherwise, up to info (which is what users normally see)
*/
str = BKE_reports_string(reports, (G.debug & G_DEBUG) ? RPT_DEBUG : RPT_INFO);

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@ -1744,7 +1744,7 @@ static Collection *single_object_users_collection(Main *bmain,
}
/* Since master collection has already be duplicated as part of scene copy,
* we do not duplictae it here.
* we do not duplicate it here.
* However, this means its children need to be re-added manually here,
* otherwise their parent lists are empty (which will lead to crashes, see T63101). */
CollectionChild *child_next, *child = collection->children.first;

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@ -223,8 +223,8 @@ ScrArea *render_view_open(bContext *C, int mx, int my, ReportList *reports)
/* get the correct image, and scale it */
sima->image = BKE_image_verify_viewer(bmain, IMA_TYPE_R_RESULT, "Render Result");
/* if we're rendering to full screen, set appropriate hints on image editor
* so it can restore properly on pressing esc */
/* If we're rendering to full screen, set appropriate hints on image editor
* so it can restore properly on pressing escape. */
if (sa->full) {
sima->flag |= SI_FULLWINDOW;

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@ -586,7 +586,7 @@ static void image_main_region_draw(const bContext *C, ARegion *ar)
float col[3];
/* XXX This is in order to draw UI batches with the DRW
* olg context since we now use it for drawing the entire area */
* old context since we now use it for drawing the entire area. */
gpu_batch_presets_reset();
GPUViewport *viewport =

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@ -574,7 +574,7 @@ void ED_info_stats_clear(ViewLayer *view_layer)
const char *ED_info_stats_string(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
/* Loopin through dependency graph when interface is locked in not safe.
/* Looping through dependency graph when interface is locked in not safe.
* Thew interface is marked as locked when jobs wants to modify the
* dependency graph. */
wmWindowManager *wm = bmain->wm.first;

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@ -139,8 +139,8 @@ enum {
TE_DISABLED = (1 << 4),
TE_DRAGGING = (1 << 5),
TE_CHILD_NOT_IN_COLLECTION = (1 << 6),
/* Child elements of the same type in the iconrow are drawn merged as one icon.
* TE_ICONROW_MERGED is set for an element that is part of these merged child icons. */
/* Child elements of the same type in the icon-row are drawn merged as one icon.
* This flag is set for an element that is part of these merged child icons. */
TE_ICONROW_MERGED = (1 << 7),
};

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@ -479,9 +479,11 @@ void OUTLINER_OT_scene_operation(wmOperatorType *ot)
}
/* ******************************************** */
/* Stores the parent and a child element of a merged iconrow icon for
* the merged select popup menu. The subtree of the parent is searched and
* the child is needed to only show elements of the same type in the popup. */
/**
* Stores the parent and a child element of a merged icon-row icon for
* the merged select popup menu. The sub-tree of the parent is searched and
* the child is needed to only show elements of the same type in the popup.
*/
typedef struct MergedSearchData {
TreeElement *parent_element;
TreeElement *select_element;
@ -545,7 +547,7 @@ static void merged_element_search_call_cb(struct bContext *C, void *UNUSED(arg1)
}
/** Merged element search menu
* Created on activation of a merged or aggregated iconrow icon.
* Created on activation of a merged or aggregated icon-row icon.
*/
static uiBlock *merged_element_search_menu(bContext *C, ARegion *ar, void *data)
{

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@ -1045,9 +1045,8 @@ ImBuf *sequencer_ibuf_get(struct Main *bmain,
bmain, depsgraph, scene, rectx, recty, proxy_size, false, &context);
context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
/* sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
* by Esc pressed somewhere in the past
*/
/* Sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
* by Escape pressed somewhere in the past. */
G.is_break = false;
/* Rendering can change OGL context. Save & Restore framebuffer. */

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@ -36,14 +36,14 @@ class FrsMaterial {
/*! Default constructor */
inline FrsMaterial();
/*! Builds a Material from its line, diffuse, ambiant, specular, emissive
/*! Builds a Material from its line, diffuse, ambient, specular, emissive
* colors, a shininess coefficient and line color priority.
* \param iLine:
* A 4 element float-array containing the line color.
* \param iDiffuse:
* A 4 element float-array containing the diffuse color.
* \param iAmbiant:
* A 4 element float-array containing the ambiant color.
* A 4 element float-array containing the ambient color.
* \param iSpecular:
* A 4 element float-array containing the specular color.
* \param iEmission:
@ -159,31 +159,31 @@ class FrsMaterial {
return Specular[3];
}
/*! Returns the ambiant color as a 4 float array */
/*! Returns the ambient color as a 4 float array */
inline const float *ambient() const
{
return Ambient;
}
/*! Returns the red component of the ambiant color */
/*! Returns the red component of the ambient color */
inline const float ambientR() const
{
return Ambient[0];
}
/*! Returns the green component of the ambiant color */
/*! Returns the green component of the ambient color */
inline const float ambientG() const
{
return Ambient[1];
}
/*! Returns the blue component of the ambiant color */
/*! Returns the blue component of the ambient color */
inline const float ambientB() const
{
return Ambient[2];
}
/*! Returns the alpha component of the ambiant color */
/*! Returns the alpha component of the ambient color */
inline const float ambientA() const
{
return Ambient[3];
@ -267,7 +267,7 @@ class FrsMaterial {
*/
inline void setSpecular(const float r, const float g, const float b, const float a);
/*! Sets the ambiant color.
/*! Sets the ambient color.
* \param r:
* Red component
* \param g:

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@ -48,7 +48,7 @@ class NodeTransform : public NodeGroup {
/*! multiplies the current matrix by the x, y, z translation matrix. */
void Translate(real x, real y, real z);
/*! multiplis the current matrix by a rotation matrix
/*! multiplies the current matrix by a rotation matrix
* iAngle
* The rotation angle
* x, y, z
@ -56,13 +56,13 @@ class NodeTransform : public NodeGroup {
*/
void Rotate(real iAngle, real x, real y, real z);
/*! multiplys the current matrix by a scaling matrix.
/*! multiplies the current matrix by a scaling matrix.
* x, y, z
* The scaling coefficients with respect to the x,y,z axis
*/
void Scale(real x, real y, real z);
/*! Multiplys the current matrix by iMatrix */
/*! Multiplies the current matrix by iMatrix */
void MultiplyMatrix(const Matrix44r &iMatrix);
/*! Sets the current matrix to iMatrix */

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@ -56,7 +56,7 @@ using namespace Geometry;
/*! Class to represent a point of a curve.
* A CurvePoint can be any point of a 1D curve (it doesn't have to be a vertex of the curve).
* Any Interface1D is built upon ViewEdges, themselves built upon FEdges. Therefore, a curve is
* basically a polyline made of a list SVertex. Thus, a CurvePoint is built by lineraly
* basically a polyline made of a list SVertex. Thus, a CurvePoint is built by linearly
* interpolating two SVertex. CurvePoint can be used as virtual points while querying 0D
* information along a curve at a given resolution.
*/

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@ -1598,7 +1598,7 @@ void GPU_texture_generate_mipmap(GPUTexture *tex)
if (GPU_texture_depth(tex)) {
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
* In this case we just create a complete texture with mipmaps manually without downsampling.
* In this case we just create a complete texture with mipmaps manually without down-sampling.
* You must initialize the texture levels using other methods like
* GPU_framebuffer_recursive_downsample(). */
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));

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@ -27,7 +27,7 @@
* blender file. There is an executable that scans all files, looking
* for struct-s to serialize (hence sdna: Struct \ref DNA). From this
* information, it builds a file with numbers that encode the format,
* the names of variables, and the plce to look for them.
* the names of variables, and the place to look for them.
*
* \section dnaissues Known issues with DNA
*

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@ -393,7 +393,7 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s)
if (s->type & CLOTH_SPRING_TYPE_SEWING) {
/* TODO: verify, half verified (couldn't see error)
* sewing springs usually have a large distance at first so clamp the force so we don't get
* tunnelling through collision objects. */
* tunneling through collision objects. */
BPH_mass_spring_force_spring_linear(data,
s->ij,
s->kl,

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@ -58,7 +58,7 @@ static void operator_properties_init(wmOperatorType *ot)
/* set the default property: ot->prop */
{
/* Picky developers will notice that 'bl_property' won't work with inheritance
* get direct from the dict to avoid raising a load of attribute errors (yes this isnt ideal)
* get direct from the dict to avoid raising a load of attribute errors (yes this isn't ideal)
* - campbell. */
PyObject *py_class_dict = py_class->tp_dict;
PyObject *bl_property = PyDict_GetItem(py_class_dict, bpy_intern_str_bl_property);

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@ -1510,7 +1510,7 @@ static PyObject *M_Geometry_convex_hull_2d(PyObject *UNUSED(self), PyObject *poi
/* Return a PyObject that is a list of lists, using the flattened list array
* to fill values, with start_table and len_table giving the start index
* and length of the toplevel_len sublists
* and length of the toplevel_len sub-lists.
*/
static PyObject *list_of_lists_from_arrays(int *array,
int *start_table,

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@ -256,7 +256,7 @@ void RE_SetView(struct Render *re, float mat[4][4]);
/* get current view and window transform */
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);
/* set the render threads based on the commandline and autothreads setting */
/* set the render threads based on the command-line and autothreads setting */
void RE_init_threadcount(Render *re);
bool RE_WriteRenderViewsImage(struct ReportList *reports,

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@ -267,7 +267,7 @@ int imagewrap(Tex *tex,
if (texres->nor) {
if (tex->imaflag & TEX_NORMALMAP) {
/* qdn: normal from color
/* Normal from color:
* The invert of the red channel is to make
* the normal map compliant with the outside world.
* It needs to be done because in Blender

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@ -3011,7 +3011,7 @@ static void WM_OT_redraw_timer(wmOperatorType *ot)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Reporet Memory Statistics
/** \name Report Memory Statistics
*
* Use for testing/debugging.
* \{ */

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@ -658,7 +658,7 @@ void wm_window_ghostwindows_ensure(wmWindowManager *wm)
BLI_assert(G.background == false);
/* no commandline prefsize? then we set this.
/* No command-line prefsize? then we set this.
* Note that these values will be used only
* when there is no startup.blend yet.
*/