Spelling: Loose Versus Lose

Corrects incorrect usages of the word 'loose' when 'lose' was required.

Differential Revision: https://developer.blender.org/D9243

Reviewed by Campbell Barton
This commit is contained in:
Harley Acheson 2020-10-19 09:15:34 -07:00
parent 84ef3b80de
commit c0a6bc1979
23 changed files with 26 additions and 26 deletions

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@ -2050,7 +2050,7 @@ void BKE_library_make_local(Main *bmain,
/* Proxies only work when the proxified object is linked-in from a library. */
if (ob->proxy->id.lib == NULL) {
CLOG_WARN(&LOG,
"proxy object %s will loose its link to %s, because the "
"proxy object %s will lose its link to %s, because the "
"proxified object is local.",
id->newid->name,
ob->proxy->id.name);
@ -2064,7 +2064,7 @@ void BKE_library_make_local(Main *bmain,
* was not used locally would be a nasty bug! */
if (is_local || is_lib) {
CLOG_WARN(&LOG,
"made-local proxy object %s will loose its link to %s, "
"made-local proxy object %s will lose its link to %s, "
"because the linked-in proxy is referenced (is_local=%i, is_lib=%i).",
id->newid->name,
ob->proxy->id.name,

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@ -1663,7 +1663,7 @@ void BKE_mesh_normals_loop_split(const MVert *mverts,
* Note that currently we only have two values for second loop of sharp edges.
* However, if needed, we can store the negated value of loop index instead of INDEX_INVALID
* to retrieve the real value later in code).
* Note also that lose edges always have both values set to 0! */
* Note also that loose edges always have both values set to 0! */
int(*edge_to_loops)[2] = MEM_calloc_arrayN((size_t)numEdges, sizeof(*edge_to_loops), __func__);
/* Simple mapping from a loop to its polygon index. */

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@ -1595,7 +1595,7 @@ void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph)
*
* NOTE: Only update for new frame on first iteration. Second iteration is for ensuring user
* edits from callback are properly taken into account. Doing a time update on those would
* loose any possible unkeyed changes made by the handler. */
* lose any possible unkeyed changes made by the handler. */
if (pass == 0) {
const float ctime = BKE_scene_frame_get(scene);
DEG_evaluate_on_framechange(depsgraph, ctime);

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@ -3308,7 +3308,7 @@ static void lib_link_object(BlendLibReader *reader, Object *ob)
* the material list size gets out of sync. T22663. */
if (ob->data && ob->id.lib != ((ID *)ob->data)->lib) {
const short *totcol_data = BKE_object_material_len_p(ob);
/* Only expand so as not to loose any object materials that might be set. */
/* Only expand so as not to lose any object materials that might be set. */
if (totcol_data && (*totcol_data > ob->totcol)) {
/* printf("'%s' %d -> %d\n", ob->id.name, ob->totcol, *totcol_data); */
BKE_object_material_resize(reader->main, ob, *totcol_data, false);

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@ -245,7 +245,7 @@ void do_versions_after_linking_290(Main *bmain, ReportList *UNUSED(reports))
* To play safe we move all the inputs beyond 18 to their rightful new place.
* In case users are doing unexpected things with not-really supported keyframeable channels.
*
* The for loop for the input ids is at the top level otherwise we loose the animation
* The for loop for the input ids is at the top level otherwise we lose the animation
* keyframe data.
* */
for (int input_id = 21; input_id >= 18; input_id--) {

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@ -613,7 +613,7 @@ void bmo_extrude_face_region_exec(BMesh *bm, BMOperator *op)
e = v->e;
BMEdge *e_other = BM_DISK_EDGE_NEXT(e, v);
if ((e_other == e) || (BM_DISK_EDGE_NEXT(e_other, v) == e)) {
/* Lose edge or BMVert is edge pair. */
/* Loose edge or BMVert is edge pair. */
BM_edge_collapse(bm, BMO_elem_flag_test(bm, e, EXT_TAG) ? e : e_other, v, true, true);
}
else {

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@ -65,7 +65,7 @@ void main()
* Just disable USE_SSS when USE_REFRACTION is enabled. */
# ifdef USE_REFRACTION
/* SSRefraction pass is done after the SSS pass.
* In order to not loose the diffuse light totally we
* In order to not lose the diffuse light totally we
* need to merge the SSS radiance to the main radiance. */
fac = 1.0;
# endif

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@ -24,7 +24,7 @@
* DRW Instance Data Manager
* This is a special memory manager that keeps memory blocks ready to send as VBO data in one
* continuous allocation. This way we avoid feeding #GPUBatch each instance data one by one and
* unnecessary memcpy. Since we loose which memory block was used each #DRWShadingGroup we need to
* unnecessary memcpy. Since we lose which memory block was used each #DRWShadingGroup we need to
* redistribute them in the same order/size to avoid to realloc each frame. This is why
* #DRWInstanceDatas are sorted in a list for each different data size.
*/

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@ -417,7 +417,7 @@ struct DRWView {
* In order to keep a cache friendly data structure,
* we alloc most of our little data into chunks of multiple item.
* Iteration, allocation and memory usage are better.
* We loose a bit of memory by allocating more than what we need
* We lose a bit of memory by allocating more than what we need
* but it's counterbalanced by not needing the linked-list pointers
* for each item.
**/

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@ -402,7 +402,7 @@ void animviz_calc_motionpaths(Depsgraph *depsgraph,
/* TODO: Create a copy of background depsgraph that only contain these entities,
* and only evaluates them.
*
* For until that is done we force dependency graph to not be active, so we don't loose unkeyed
* For until that is done we force dependency graph to not be active, so we don't lose unkeyed
* changes during updating the motion path.
* This still doesn't include unkeyed changes to the path itself, but allows to have updates in
* an environment when auto-keying and pose paste is used. */

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@ -3193,7 +3193,7 @@ void EDBM_mesh_knife(bContext *C, LinkNode *polys, bool use_tag, bool cut_throug
keep_search = true;
}
else {
/* don't loose time on this face again, set it as outside */
/* don't lose time on this face again, set it as outside */
F_ISECT_SET_OUTSIDE(f);
}
}

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@ -2348,7 +2348,7 @@ static void object_data_convert_ensure_curve_cache(Depsgraph *depsgraph, Scene *
*/
if (ELEM(ob->type, OB_SURF, OB_CURVE, OB_FONT)) {
/* We need 'for render' ON here, to enable computing bevel dipslist if needed.
* Also makes sense anyway, we would not want e.g. to loose hidden parts etc. */
* Also makes sense anyway, we would not want e.g. to lose hidden parts etc. */
BKE_displist_make_curveTypes(depsgraph, scene, ob, true, false);
}
else if (ob->type == OB_MBALL) {

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@ -24,7 +24,7 @@
*
* This is a small API to store & apply transformations to object data,
* where a transformation matrix can be continually applied ontop of the original values
* so we don't loose precision over time.
* so we don't lose precision over time.
*/
#include <stdlib.h>

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@ -135,7 +135,7 @@ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int update
engine->flag &= ~RE_ENGINE_DO_UPDATE;
/* NOTE: Important to pass non-updated depsgraph, This is because this function is called
* from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
* we will loose updates stored in the graph. */
* we will lose updates stored in the graph. */
engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
}
else {

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@ -232,7 +232,7 @@ void ED_view3d_smooth_view_ex(
/* grid draw as floor */
if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
/* use existing if exists, means multiple calls to smooth view
* wont loose the original 'view' setting */
* wont lose the original 'view' setting */
rv3d->view = RV3D_VIEW_USER;
}
@ -1229,7 +1229,7 @@ static uint free_localview_bit(Main *bmain)
ushort local_view_bits = 0;
/* sometimes we loose a localview: when an area is closed */
/* sometimes we lose a localview: when an area is closed */
/* check all areas: which localviews are in use? */
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
for (area = screen->areabase.first; area; area = area->next) {

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@ -225,7 +225,7 @@ static void ObjectToTransData(TransInfo *t, TransData *td, Object *ob)
copy_m4_m4(ob->obmat, object_eval->obmat);
/* Only copy negative scale flag, this is the only flag which is modified by
* the BKE_object_where_is_calc(). The rest of the flags we need to keep,
* otherwise we might loose dupli flags (see T61787). */
* otherwise we might lose dupli flags (see T61787). */
ob->transflag &= ~OB_NEG_SCALE;
ob->transflag |= (object_eval->transflag & OB_NEG_SCALE);

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@ -151,7 +151,7 @@ typedef enum {
UNSAFE_SLASHES = 0x20, /* Allows all characters except for '/' and '%' */
} UnsafeCharacterSet;
/* Don't loose comment alignment. */
/* Don't lose comment alignment. */
/* clang-format off */
static const unsigned char acceptable[96] = {
/* A table of the ASCII chars from space (32) to DEL (127) */

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@ -634,7 +634,7 @@ void MeshImporter::read_lines(COLLADAFW::Mesh *mesh, Mesh *me)
/* =======================================================================
* Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON
* Important: This function MUST be called before read_lines()
* Otherwise we will loose all edges from faces (see read_lines() above)
* Otherwise we will lose all edges from faces (see read_lines() above)
*
* TODO: import uv set names
* ======================================================================== */

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@ -90,7 +90,7 @@ static void rna_Scene_frame_set(Scene *scene, Main *bmain, int frame, float subf
* redrawing while the data is being modified for render */
if (!G.is_rendering) {
/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
* BKE_scene_graph_update_for_newframe which will loose any un-keyed changes T24690. */
* BKE_scene_graph_update_for_newframe which will lose any un-keyed changes T24690. */
/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
/* instead just redraw the views */

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@ -670,7 +670,7 @@ static void bpy_module_delay_init(PyObject *bpy_proxy)
const int argc = 1;
const char *argv[2];
/* updating the module dict below will loose the reference to __file__ */
/* updating the module dict below will lose the reference to __file__ */
PyObject *filename_obj = PyModule_GetFilenameObject(bpy_proxy);
const char *filename_rel = _PyUnicode_AsString(filename_obj); /* can be relative */

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@ -133,7 +133,7 @@ static PyObject *pyop_poll(PyObject *UNUSED(self), PyObject *args)
struct bContext_PyState context_py_state;
if (context_dict != NULL) {
CTX_py_state_push(C, &context_py_state, (void *)context_dict);
Py_INCREF(context_dict); /* so we done loose it */
Py_INCREF(context_dict); /* so we don't lose it */
}
/* main purpose of this function */
@ -240,7 +240,7 @@ static PyObject *pyop_call(PyObject *UNUSED(self), PyObject *args)
struct bContext_PyState context_py_state;
if (context_dict != NULL) {
CTX_py_state_push(C, &context_py_state, (void *)context_dict);
Py_INCREF(context_dict); /* so we done loose it */
Py_INCREF(context_dict); /* so we don't lose it */
}
if (WM_operator_poll_context((bContext *)C, ot, context) == false) {

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@ -590,7 +590,7 @@ void BKE_sequencer_imbuf_to_sequencer_space(Scene *scene, ImBuf *ibuf, bool make
return;
}
/* We don't want both byte and float buffers around: they'll either run
* out of sync or conversion of byte buffer will loose precision in there.
* out of sync or conversion of byte buffer will lose precision in there.
*/
if (ibuf->rect != NULL) {
imb_freerectImBuf(ibuf);

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@ -616,7 +616,7 @@ static void wm_keymap_diff(
BLI_addtail(&diff_km->diff_items, kmdi);
}
/* sync expanded flag back to original so we don't loose it on repatch */
/* sync expanded flag back to original so we don't lose it on repatch */
if (to_kmi) {
orig_kmi = WM_keymap_item_find_id(orig_km, kmi->id);