Cleanup: typos

This commit is contained in:
Campbell Barton 2018-07-03 09:08:00 +02:00
parent d7982f71e9
commit 39678442e1
11 changed files with 15 additions and 15 deletions

@ -34,7 +34,7 @@
struct ID;
/* Unkomment this to have verbose log about original and CoW pointers
/* Uncomment this to have verbose log about original and CoW pointers
* logged, with detailed information when they are allocated, expanded
* and remapped.
*/

@ -1250,9 +1250,9 @@ static void render_scene_to_probe(
/* Move to capture position */
negate_v3_v3(posmat[3], pos);
/* 1 - Render to each cubeface individually.
/* 1 - Render to each cube-face individually.
* We do this instead of using geometry shader because a) it's faster,
* b) it's easier than fixing the nodetree shaders (for view dependant effects). */
* b) it's easier than fixing the node-tree shaders (for view dependent effects). */
pinfo->layer = 0;
perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
@ -1349,7 +1349,7 @@ static void render_scene_to_planar(
EEVEE_draw_shadows(sldata, psl);
/* Since we are rendering with an inverted view matrix, we need
* to invert the facing for backface culling to be the same. */
* to invert the facing for back-face culling to be the same. */
DRW_state_invert_facing();
/* Set clipping plan */
copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset);

@ -1086,7 +1086,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
/* Render shadow cube */
/* Render 6 faces separatly: seems to be faster for the general case.
/* Render 6 faces separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweight the instancing overhead. which is rarelly the case. */
for (int j = 0; j < 6; j++) {
@ -1193,7 +1193,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
/* Render shadow cascades */
/* Render cascade separatly: seems to be faster for the general case.
/* Render cascade separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweight the instancing overhead. which is rarelly the case. */
for (int j = 0; j < la->cascade_count; j++) {

@ -587,7 +587,7 @@ typedef struct EEVEE_EffectsInfo {
/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
/* !! CAUTION !!
* - [i]vec3 need to be paded to [i]vec4 (even in ubo declaration).
* - [i]vec3 need to be padded to [i]vec4 (even in ubo declaration).
* - Make sure that [i]vec4 start at a multiple of 16 bytes.
* - Arrays of vec2/vec3 are padded as arrays of vec4.
* - sizeof(bool) == sizeof(int) in GLSL so use int in C */

@ -431,7 +431,7 @@ void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
void DRW_viewport_matrix_override_unset_all(void);
/* Thoses are in viewspace so negative if in persp.
/* These are in view-space so negative if in perspective.
* Extract near and far clip distance from the projection matrix. */
float DRW_viewport_near_distance_get(void);
float DRW_viewport_far_distance_get(void);

@ -1298,7 +1298,7 @@ static void draw_bone_line(
drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail);
}
else {
/* In selection mode, draw bone, root and tip separatly. */
/* In selection mode, draw bone, root and tip separately. */
DRW_select_load_id(select_id | BONESEL_BONE);
drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display);

@ -61,7 +61,7 @@ enum {
* TODO
* - Ensure `CurveCache`, `SEQUENCER_DAG_WORKAROUND`.
* - Check number of verts/edges to see if cache is valid.
* - Check if 'overlay.edges' can use single attribyte per edge, not 2 (for selection drawing).
* - Check if 'overlay.edges' can use single attribute per edge, not 2 (for selection drawing).
*/
static void curve_batch_cache_clear(Curve *cu);

@ -1595,7 +1595,7 @@ typedef struct MeshBatchCache {
int edges_face_overlay_tri_count; /* Number of tri in edges_face_overlay(_adj)_tx */
/* Maybe have shaded_triangles_data split into pos_nor and uv_tangent
* to minimise data transfer for skinned mesh. */
* to minimize data transfer for skinned mesh. */
Gwn_VertFormat shaded_triangles_format;
Gwn_VertBuf *shaded_triangles_data;
Gwn_IndexBuf **shaded_triangles_in_order;

@ -923,7 +923,7 @@ static void release_texture_slots(bool with_persist)
}
}
/* Reset so that slots are consistenly assigned for different shader
/* Reset so that slots are consistently assigned for different shader
* draw calls, to avoid shader specialization/patching by the driver. */
DST.RST.bind_tex_inc = 0;
}
@ -940,7 +940,7 @@ static void release_ubo_slots(bool with_persist)
}
}
/* Reset so that slots are consistenly assigned for different shader
/* Reset so that slots are consistently assigned for different shader
* draw calls, to avoid shader specialization/patching by the driver. */
DST.RST.bind_ubo_inc = 0;
}

@ -467,7 +467,7 @@ static wmKeyMap *outliner_item_drag_drop_modal_keymap(wmKeyConfig *keyconf)
{OUTLINER_ITEM_DRAG_CONFIRM, "CONFIRM", 0, "Confirm/Drop", ""},
{0, NULL, 0, NULL, NULL}
};
const char *map_name = "Outliner Item Drap & Drop Modal Map";
const char *map_name = "Outliner Item Drag & Drop Modal Map";
wmKeyMap *keymap = WM_modalkeymap_get(keyconf, map_name);

@ -236,7 +236,7 @@ int main(
struct CreatorAtExitData app_init_data = {NULL};
BKE_blender_atexit_register(callback_main_atexit, &app_init_data);
/* Unbuffered stdout makes stdout and stderr better synchronised, and helps
/* Unbuffered stdout makes stdout and stderr better synchronized, and helps
* when stepping through code in a debugger (prints are immediately
* visible). */
setvbuf(stdout, NULL, _IONBF, 0);