Cleanup: spelling

This commit is contained in:
Campbell Barton 2021-05-06 08:09:05 +10:00
parent 832f7170dc
commit efc6f4675d
12 changed files with 12 additions and 12 deletions

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@ -362,7 +362,7 @@ ccl_device float fast_atan2f(float y, float x)
ccl_device float fast_log2f(float x)
{
/* NOTE: clamp to avoid special cases and make result "safe" from large
* negative values/nans. */
* negative values/NAN's. */
x = clamp(x, FLT_MIN, FLT_MAX);
unsigned bits = __float_as_uint(x);
int exponent = (int)(bits >> 23) - 127;

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@ -1711,7 +1711,7 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
dx = [event scrollingDeltaX];
dy = [event scrollingDeltaY];
/* However, wacom tablet (intuos5) needs old deltas,
/* However, Wacom tablet (intuos5) needs old deltas,
* it then has momentum and phase at zero. */
if (phase == NSEventPhaseNone && momentumPhase == NSEventPhaseNone) {
dx = [event deltaX];

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@ -1861,7 +1861,7 @@ static void editbmesh_calc_modifiers(struct Depsgraph *depsgraph,
/* Ensure normals calculation below is correct (normal settings have transferred properly).
* However, nodes modifiers might create meshes from scratch or transfer meshes from other
* objects with different settings, and in general it doesn't make sense to guarentee that
* objects with different settings, and in general it doesn't make sense to guarantee that
* the settings are the same as the original mesh. If necessary, this could become a modifier
* type flag. */
BLI_assert(mesh_input->smoothresh == mesh_cage->smoothresh);

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@ -56,7 +56,7 @@ typedef struct LibraryForeachIDData {
*/
ID *self_id;
/** Flags controlling the bahaviour of the 'foreach id' looping code. */
/** Flags controlling the behavior of the 'foreach id' looping code. */
int flag;
/** Generic flags to be passed to all callback calls for current processed data. */
int cb_flag;

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@ -398,7 +398,7 @@ Span<float3> BezierSpline::evaluated_positions() const
this->evaluate_bezier_segment(i_last, 0, positions.slice(offsets.last(), resolution_));
}
else {
/* Since evualating the bezier segment doesn't add the final point,
/* Since evaluating the bezier segment doesn't add the final point,
* it must be added manually in the non-cyclic case. */
positions.last() = positions_.last();
}

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@ -78,7 +78,7 @@ float BLI_dial_angle(Dial *dial, const float current_position[2])
cosval = dot_v2v2(current_direction, dial->initial_direction);
sinval = cross_v2v2(current_direction, dial->initial_direction);
/* clamp to avoid nans in #acos */
/* Clamp to avoid NAN's in #acos */
angle = atan2f(sinval, cosval);
/* change of sign, we passed the 180 degree threshold. This means we need to add a turn.

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@ -24,7 +24,7 @@
* Use these instead of glGenBuffers & its friends
* - alloc must be called from a thread that is bound
* to the context that will be used for drawing with
* this vao.
* this VAO.
* - free can be called from any thread
*/

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@ -543,7 +543,7 @@ bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *precalc,
&precalc->dims.zmax);
if (isinf(precalc->dims.zmax)) {
/* We cannot retrieve the actual value of the clip_end.
* Use `FLT_MAX` to avoid nans. */
* Use `FLT_MAX` to avoid NAN's. */
precalc->dims.zmax = FLT_MAX;
}
for (int i = 0; i < 4; i++) {

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@ -44,7 +44,7 @@
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Vao cache
/** \name VAO Cache
*
* Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration.
* TODO(fclem): Could be revisited to avoid so much cross references.

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@ -43,7 +43,7 @@ class GLShaderInterface;
#define GPU_VAO_STATIC_LEN 3
/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
/* VAO management: remembers all geometry state (vertex attribute bindings & element buffer)
* for each shader interface. Start with a static number of vaos and fallback to dynamic count
* if necessary. Once a batch goes dynamic it does not go back. */
class GLVaoCache {

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@ -38,7 +38,7 @@ namespace blender::gpu {
class GLImmediate : public Immediate {
private:
/* Use two buffers for strict and unstrict vertex count to
/* Use two buffers for strict and non-strict vertex count to
* avoid some huge driver slowdown (see T70922).
* Use accessor functions to get / modify. */
struct {

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@ -175,7 +175,7 @@ static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2])
/* Functions */
/*-----------------------------------------------------------*/
/* Scanconvert for strand triangles, calls func for each x, y coordinate
/* Scan-convert for strand triangles, calls function for each x, y coordinate
* and gives UV barycentrics and z. */
void zspan_scanconvert(ZSpan *zspan,