Cleanup: fix various typos
Contributed by luzpaz Differential Revision: https://developer.blender.org/D15057
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@ -811,7 +811,7 @@ BVHNode *BVHBuild::build_node(const BVHRange &range,
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/* unalignedLeafSAH = params.sah_primitive_cost * split.leafSAH; */
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unalignedSplitSAH = params.sah_node_cost * unaligned_split.bounds.half_area() +
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params.sah_primitive_cost * unaligned_split.nodeSAH;
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/* TOOD(sergey): Check we can create leaf already. */
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/* TODO(sergey): Check we can create leaf already. */
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/* Check whether unaligned split is better than the regular one. */
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if (unalignedSplitSAH < splitSAH) {
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do_unalinged_split = true;
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@ -581,7 +581,7 @@ OpenSubdiv_EvaluatorImpl *openSubdiv_createEvaluatorInternal(
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evaluator_descr->eval_output = new blender::opensubdiv::EvalOutputAPI(eval_output, patch_map);
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evaluator_descr->patch_map = patch_map;
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evaluator_descr->patch_table = patch_table;
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// TOOD(sergey): Look into whether we've got duplicated stencils arrays.
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// TODO(sergey): Look into whether we've got duplicated stencils arrays.
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delete vertex_stencils;
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delete varying_stencils;
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for (const StencilTable *table : all_face_varying_stencils) {
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@ -48,7 +48,7 @@ static float nextfr(RNG *rng, float min, float max)
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static float gaussRand(RNG *rng)
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{
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/* NOTE: to avoid numerical problems with very small numbers, we make these variables
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* singe-precision floats, but later we call the double-precision log() and sqrt() functions
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* single-precision floats, but later we call the double-precision log() and sqrt() functions
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* instead of logf() and sqrtf(). */
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float x;
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float y;
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@ -84,7 +84,7 @@ void create_uniform_samples(Span<float> lengths,
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* Could be calculated by #accumulate_lengths.
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* \param sample_lengths: Sampled locations in the #lengths array. Must be sorted and is expected
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* to be within the range of the #lengths values.
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* \param cyclic: Whether the points described by the #lenghts input is cyclic. This is likely
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* \param cyclic: Whether the points described by the #lengths input is cyclic. This is likely
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* redundant information theoretically.
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* \param indices: The index of the previous point at each sample.
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* \param factors: The portion of the length in each segment at each sample.
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@ -24,7 +24,7 @@ struct Closure {
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float holdout;
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#endif
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/* Metal Default Constructor - Requred for C++ constructor syntax. */
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/* Metal Default Constructor - Required for C++ constructor syntax. */
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#ifdef GPU_METAL
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inline Closure() = default;
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# ifdef VOLUMETRICS
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@ -157,7 +157,7 @@ float attr_load_float(sampler3D tex)
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}
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/* TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on
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* the engine side. But as of now, the engines are reponsible for loading the attributes. */
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* the engine side. But as of now, the engines are responsible for loading the attributes. */
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float attr_load_temperature_post(float attr)
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{
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#ifdef MESH_SHADER
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@ -115,7 +115,7 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
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const bool is_tiled_image = image && (image->source == IMA_SRC_TILED);
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const bool do_edges_only = (ts->uv_flag & UV_SYNC_SELECTION) ?
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/* NOTE: Ignore #SCE_SELECT_EDGE because a single selected edge
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* on the mesh may cause singe UV vertices to be selected. */
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* on the mesh may cause single UV vertices to be selected. */
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false :
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(ts->uv_selectmode == UV_SELECT_EDGE);
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const bool do_faces = ((sima->flag & SI_NO_DRAWFACES) == 0);
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@ -30,7 +30,7 @@ typedef struct GPUFunction {
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eGPUType paramtype[MAX_PARAMETER];
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GPUFunctionQual paramqual[MAX_PARAMETER];
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int totparam;
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/* TOOD(@fclem): Clean that void pointer. */
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/* TODO(@fclem): Clean that void pointer. */
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void *source; /* GPUSource */
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} GPUFunction;
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