Cleanup: misc spelling fixes in variable names & defines
T68045 by @luzpaz
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46c22f33b2
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@ -258,7 +258,7 @@ static float _final_mass(Object *ob, BodyPoint *bp)
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/* just an ID here to reduce the prob for killing objects
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* ob->sumohandle points to we should not kill :)
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*/
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static const int CCD_SAVETY = 190561;
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static const int CCD_SAFETY = 190561;
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typedef struct ccdf_minmax {
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float minx, miny, minz, maxx, maxy, maxz;
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@ -269,7 +269,7 @@ typedef struct ccd_Mesh {
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const MVert *mvert;
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const MVert *mprevvert;
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const MVertTri *tri;
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int savety;
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int safety;
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ccdf_minmax *mima;
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/* Axis Aligned Bounding Box AABB */
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float bbmin[3];
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@ -298,7 +298,7 @@ static ccd_Mesh *ccd_mesh_make(Object *ob)
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pccd_M = MEM_mallocN(sizeof(ccd_Mesh), "ccd_Mesh");
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pccd_M->mvert_num = cmd->mvert_num;
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pccd_M->tri_num = cmd->tri_num;
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pccd_M->savety = CCD_SAVETY;
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pccd_M->safety = CCD_SAFETY;
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pccd_M->bbmin[0] = pccd_M->bbmin[1] = pccd_M->bbmin[2] = 1e30f;
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pccd_M->bbmax[0] = pccd_M->bbmax[1] = pccd_M->bbmax[2] = -1e30f;
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pccd_M->mprevvert = NULL;
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@ -486,7 +486,8 @@ static void ccd_mesh_update(Object *ob, ccd_Mesh *pccd_M)
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static void ccd_mesh_free(ccd_Mesh *ccdm)
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{
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if (ccdm && (ccdm->savety == CCD_SAVETY)) { /*make sure we're not nuking objects we don't know*/
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/* Make sure we're not nuking objects we don't know. */
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if (ccdm && (ccdm->safety == CCD_SAFETY)) {
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MEM_freeN((void *)ccdm->mvert);
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MEM_freeN((void *)ccdm->tri);
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if (ccdm->mprevvert) {
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@ -568,7 +568,7 @@ void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph,
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bool do_sky,
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bool is_persp,
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const char *viewname,
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const bool do_color_managment,
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const bool do_color_management,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void ED_view3d_draw_setup_view(struct wmWindow *win,
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@ -2138,7 +2138,7 @@ static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader)
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bool GPU_pass_compile(GPUPass *pass, const char *shname)
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{
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bool sucess = true;
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bool success = true;
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if (!pass->compiled) {
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GPUShader *shader = GPU_shader_create(
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pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
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@ -2146,7 +2146,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
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/* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
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* We need to make sure to count active samplers to avoid undefined behavior. */
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if (!gpu_pass_shader_validate(pass, shader)) {
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sucess = false;
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success = false;
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if (shader != NULL) {
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fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
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GPU_shader_free(shader);
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@ -2169,7 +2169,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
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MEM_SAFE_FREE(pass->binary.content);
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}
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return sucess;
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return success;
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}
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void GPU_pass_release(GPUPass *pass)
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@ -733,7 +733,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
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void GPU_material_compile(GPUMaterial *mat)
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{
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bool sucess;
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bool success;
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BLI_assert(mat->status == GPU_MAT_QUEUED);
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BLI_assert(mat->pass);
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@ -741,12 +741,12 @@ void GPU_material_compile(GPUMaterial *mat)
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/* NOTE: The shader may have already been compiled here since we are
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* sharing GPUShader across GPUMaterials. In this case it's a no-op. */
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#ifndef NDEBUG
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sucess = GPU_pass_compile(mat->pass, mat->name);
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success = GPU_pass_compile(mat->pass, mat->name);
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#else
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sucess = GPU_pass_compile(mat->pass, __func__);
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success = GPU_pass_compile(mat->pass, __func__);
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#endif
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if (sucess) {
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if (success) {
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GPUShader *sh = GPU_pass_shader_get(mat->pass);
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if (sh != NULL) {
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mat->status = GPU_MAT_SUCCESS;
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@ -324,7 +324,7 @@ struct IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim,
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IMB_Timecode_Type tcs_in_use,
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IMB_Proxy_Size proxy_sizes_in_use,
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int quality,
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const bool overwite,
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const bool overwrite,
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struct GSet *file_list);
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/* will rebuild all used indices and proxies at once */
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@ -387,12 +387,12 @@ typedef struct bNodeLink {
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#define NTREE_QUALITY_LOW 2
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/* tree->chunksize */
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#define NTREE_CHUNCKSIZE_32 32
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#define NTREE_CHUNCKSIZE_64 64
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#define NTREE_CHUNCKSIZE_128 128
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#define NTREE_CHUNCKSIZE_256 256
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#define NTREE_CHUNCKSIZE_512 512
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#define NTREE_CHUNCKSIZE_1024 1024
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#define NTREE_CHUNKSIZE_32 32
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#define NTREE_CHUNKSIZE_64 64
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#define NTREE_CHUNKSIZE_128 128
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#define NTREE_CHUNKSIZE_256 256
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#define NTREE_CHUNKSIZE_512 512
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#define NTREE_CHUNKSIZE_1024 1024
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/* the basis for a Node tree, all links and nodes reside internal here */
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/* only re-usable node trees are in the library though,
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@ -89,12 +89,12 @@ static const EnumPropertyItem node_quality_items[] = {
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};
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static const EnumPropertyItem node_chunksize_items[] = {
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{NTREE_CHUNCKSIZE_32, "32", 0, "32x32", "Chunksize of 32x32"},
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{NTREE_CHUNCKSIZE_64, "64", 0, "64x64", "Chunksize of 64x64"},
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{NTREE_CHUNCKSIZE_128, "128", 0, "128x128", "Chunksize of 128x128"},
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{NTREE_CHUNCKSIZE_256, "256", 0, "256x256", "Chunksize of 256x256"},
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{NTREE_CHUNCKSIZE_512, "512", 0, "512x512", "Chunksize of 512x512"},
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{NTREE_CHUNCKSIZE_1024, "1024", 0, "1024x1024", "Chunksize of 1024x1024"},
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{NTREE_CHUNKSIZE_32, "32", 0, "32x32", "Chunksize of 32x32"},
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{NTREE_CHUNKSIZE_64, "64", 0, "64x64", "Chunksize of 64x64"},
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{NTREE_CHUNKSIZE_128, "128", 0, "128x128", "Chunksize of 128x128"},
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{NTREE_CHUNKSIZE_256, "256", 0, "256x256", "Chunksize of 256x256"},
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{NTREE_CHUNKSIZE_512, "512", 0, "512x512", "Chunksize of 512x512"},
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{NTREE_CHUNKSIZE_1024, "1024", 0, "1024x1024", "Chunksize of 1024x1024"},
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{0, NULL, 0, NULL, NULL},
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};
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#endif
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