Cleanup: spelling

This commit is contained in:
Campbell Barton 2020-06-30 20:54:31 +10:00
parent 84f8b47c4c
commit b838a51803
10 changed files with 16 additions and 16 deletions

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@ -446,7 +446,7 @@ ccl_device_inline float fast_expf(float x)
}
#ifndef __KERNEL_GPU__
/* MSVC seems to have a codegen bug here in atleast SSE41/AVX
/* MSVC seems to have a code-gen bug here in at least SSE41/AVX
* see T78047 for details. */
# ifdef _MSC_VER
# pragma optimize("", off)

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@ -89,7 +89,7 @@ class StringRefBase {
}
/**
* Implicitely convert to std::string. This is convenient in most cases, but you have to be a bit
* Implicitly convert to std::string. This is convenient in most cases, but you have to be a bit
* careful not to convert to std::string accidentally.
*/
operator std::string() const

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@ -107,7 +107,7 @@ class Vector {
#endif
/**
* Be a friend with other vector instanciations. This is necessary to implement some memory
* Be a friend with other vector instantiations. This is necessary to implement some memory
* management logic.
*/
template<typename OtherT, uint OtherInlineBufferCapacity, typename OtherAllocator>

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@ -283,11 +283,11 @@ static void add_verts_to_dgroups(ReportList *reports,
* weights, either through envelopes or using a heat equilibrium.
*
* This function can be called both when parenting a mesh to an armature,
* or in weightpaint + posemode. In the latter case selection is taken
* or in weight-paint + pose-mode. In the latter case selection is taken
* into account and vertex weights can be mirrored.
*
* The mesh vertex positions used are either the final deformed coords
* from the evaluated mesh in weightpaint mode, the final subsurf coords
* from the evaluated mesh in weight-paint mode, the final sub-surface coords
* when parenting, or simply the original mesh coords.
*/

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@ -385,7 +385,7 @@ void UI_panels_free_instanced(bContext *C, ARegion *region)
MEM_freeN(panel->runtime.custom_data_ptr);
}
/* Free the panel and its subpanels. */
/* Free the panel and its sub-panels. */
panel_delete(region, &region->panels, panel);
}
}
@ -2916,7 +2916,7 @@ void UI_panel_custom_data_set(Panel *panel, PointerRNA *custom_data)
{
BLI_assert(panel->type != NULL);
/* Free the old custom data, which should be shared among all of the panel's subpanels. */
/* Free the old custom data, which should be shared among all of the panel's sub-panels. */
if (panel->runtime.custom_data_ptr != NULL) {
MEM_freeN(panel->runtime.custom_data_ptr);
}

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@ -1680,7 +1680,7 @@ static TreeElement *do_outliner_select_walk(SpaceOutliner *soops,
}
/* Find the active element to walk from, or set one if none exists.
* Changed is set to true if the active elmenet is found, or false if it was set */
* Changed is set to true if the active element is found, or false if it was set */
static TreeElement *find_walk_select_start_element(SpaceOutliner *soops, bool *changed)
{
TreeElement *active_te = outliner_find_element_with_flag(&soops->tree, TSE_ACTIVE);

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@ -87,7 +87,7 @@ void createTransCurveVerts(TransInfo *t)
t->data_len_all = 0;
/* Count control points (one per bez-triple) if any number of handles are selected.
/* Count control points (one per #BezTriple) if any number of handles are selected.
* Needed for #transform_around_single_fallback_ex. */
int data_len_all_pt = 0;

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@ -71,7 +71,7 @@ static struct GPUGlobal {
int samples_color_texture_max;
float line_width_range[2];
/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
* calculate dfdy in shader differently when drawing to an offscreen buffer. First
* calculate dfdy in shader differently when drawing to an off-screen buffer. First
* number is factor on screen and second is off-screen */
float dfdyfactors[2];
float max_anisotropy;
@ -84,9 +84,9 @@ static struct GPUGlobal {
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* We need a workaround in this cases. */
bool mip_render_workaround;
/* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
bool depth_blitting_workaround;
/* Crappy driver don't know how to map framebuffer slot to output vars...
@ -96,7 +96,7 @@ static struct GPUGlobal {
/* Some crappy Intel drivers don't work well with shaders created in different
* rendering contexts. */
bool context_local_shaders_workaround;
/* Intel drivers exhibit artifacts when using glCopyImageSubData & workbench antialiasing.
/* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
* (see T76273) */
bool texture_copy_workaround;
} GG = {1, 0};

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@ -141,7 +141,7 @@ typedef struct Panel_Runtime {
* Pointer for storing which data the panel corresponds to.
* Useful when there can be multiple instances of the same panel type.
*
* \note A panel and its subpanels share the same custom data pointer.
* \note A panel and its sub-panels share the same custom data pointer.
* This avoids freeing the same pointer twice when panels are removed.
*/
struct PointerRNA *custom_data_ptr;

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@ -426,7 +426,7 @@ PanelType *modifier_panel_register(ARegionType *region_type, ModifierType type,
panel_type->poll = modifier_ui_poll;
/* Give the panel the special flag that says it was built here and corresponds to a
* modifer rather than a PanelType. */
* modifier rather than a #PanelType. */
panel_type->flag = PNL_LAYOUT_HEADER_EXPAND | PNL_DRAW_BOX | PNL_INSTANCED;
panel_type->reorder = modifier_reorder;
panel_type->get_list_data_expand_flag = get_modifier_expand_flag;