Cleanup: fix source comment typos

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D14307
This commit is contained in:
Brecht Van Lommel 2022-03-11 14:23:11 +01:00
parent dbd9472ef5
commit e1a1dc868b
9 changed files with 9 additions and 9 deletions

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@ -32,7 +32,7 @@ Other Convenience Targets
* config: Run cmake configuration tool to set build options.
* deps: Build library dependencies (intended only for platform maintainers).
The existance of locally build dependencies overrides the pre-built dependencies from subversion.
The existence of locally build dependencies overrides the pre-built dependencies from subversion.
These must be manually removed from '../lib/' to go back to using the pre-compiled libraries.
Project Files

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@ -17,7 +17,7 @@ namespace iTaSC {
#define CACHE_CHANNEL_EXTEND_SIZE 10
#define CACHE_MAX_ITEM_SIZE 0x3FFF0
/* macro to get the alignement gap after an item header */
/* macro to get the alignment gap after an item header */
#define CACHE_ITEM_GAPB(item) (unsigned int)(((size_t)item+sizeof(CacheItem))&(sizeof(void*)-1))
/* macro to get item data position, item=CacheItem pointer */
#define CACHE_ITEM_DATA_POINTER(item) (void*)((unsigned char*)item+sizeof(CacheItem)+CACHE_ITEM_GAPB(item))

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@ -12,7 +12,7 @@
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
/* Mipmapped input buffers, halfres but with padding to ensure mipmap alignement. */
/* Mipmapped input buffers, halfres but with padding to ensure mipmap alignment. */
uniform sampler2D colorBuffer;
uniform sampler2D cocBuffer;

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@ -4,7 +4,7 @@
* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
*
* Major simplification has been made since we pad the buffer to always be bigger than input to
* avoid mipmapping misalignement.
* avoid mipmapping misalignment.
*/
#ifdef LAYERED

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@ -442,7 +442,7 @@ void stroke_vertex()
if (is_dot) {
# ifdef GP_MATERIAL_BUFFER_LEN
int alignement = GP_FLAG(m) & GP_STROKE_ALIGNMENT;
/* For one point strokes use object aligment. */
/* For one point strokes use object alignment. */
if (ma.x == -1 && ma2.x == -1 && alignement == GP_STROKE_ALIGNMENT_STROKE) {
alignement = GP_STROKE_ALIGNMENT_OBJECT;
}

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@ -93,7 +93,7 @@ vec2 sqr(vec2 a) { return a * a; }
vec3 sqr(vec3 a) { return a * a; }
vec4 sqr(vec4 a) { return a * a; }
/* Use manual powers for fixed powers. pow() can have unpredicatble results on some implementations.
/* Use manual powers for fixed powers. pow() can have unpredictable results on some implementations.
* (see T87369, T87541) */
float pow6(float x) { return sqr(sqr(x) * x); }
float pow8(float x) { return sqr(sqr(sqr(x))); }

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@ -22,7 +22,7 @@
namespace blender::gpu::shader {
#ifndef GPU_SHADER_CREATE_INFO
/* Helps intelisense / auto-completion. */
/* Helps intellisense / auto-completion. */
# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo _interface(#_interface, _inst_name); \
_interface

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@ -175,7 +175,7 @@ static const char *to_string(const eGPUTextureFormat &type)
case GPU_R16:
return "r16";
default:
return "unkown";
return "unknown";
}
}

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@ -383,7 +383,7 @@ static const char *wm_context_member_from_ptr(bContext *C, const PointerRNA *ptr
* since there is no convenient way to calculate partial RNA paths.
*
* \note While the path to the ID is typically sufficient to calculate the remainder of the path,
* in practice this would cause #WM_context_path_resolve_property_full to crate a path such as:
* in practice this would cause #WM_context_path_resolve_property_full to create a path such as:
* `object.data.bones["Bones"].use_deform` such paths are not useful for key-shortcuts,
* so this function supports returning data-paths directly to context members that aren't ID types.
*/