Cleanup: fix source comment typos
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D14307
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@ -32,7 +32,7 @@ Other Convenience Targets
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* config: Run cmake configuration tool to set build options.
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* deps: Build library dependencies (intended only for platform maintainers).
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The existance of locally build dependencies overrides the pre-built dependencies from subversion.
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The existence of locally build dependencies overrides the pre-built dependencies from subversion.
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These must be manually removed from '../lib/' to go back to using the pre-compiled libraries.
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Project Files
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@ -17,7 +17,7 @@ namespace iTaSC {
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#define CACHE_CHANNEL_EXTEND_SIZE 10
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#define CACHE_MAX_ITEM_SIZE 0x3FFF0
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/* macro to get the alignement gap after an item header */
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/* macro to get the alignment gap after an item header */
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#define CACHE_ITEM_GAPB(item) (unsigned int)(((size_t)item+sizeof(CacheItem))&(sizeof(void*)-1))
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/* macro to get item data position, item=CacheItem pointer */
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#define CACHE_ITEM_DATA_POINTER(item) (void*)((unsigned char*)item+sizeof(CacheItem)+CACHE_ITEM_GAPB(item))
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@ -12,7 +12,7 @@
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#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
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#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
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/* Mipmapped input buffers, halfres but with padding to ensure mipmap alignement. */
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/* Mipmapped input buffers, halfres but with padding to ensure mipmap alignment. */
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uniform sampler2D colorBuffer;
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uniform sampler2D cocBuffer;
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@ -4,7 +4,7 @@
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* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
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*
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* Major simplification has been made since we pad the buffer to always be bigger than input to
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* avoid mipmapping misalignement.
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* avoid mipmapping misalignment.
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*/
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#ifdef LAYERED
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@ -442,7 +442,7 @@ void stroke_vertex()
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if (is_dot) {
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# ifdef GP_MATERIAL_BUFFER_LEN
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int alignement = GP_FLAG(m) & GP_STROKE_ALIGNMENT;
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/* For one point strokes use object aligment. */
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/* For one point strokes use object alignment. */
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if (ma.x == -1 && ma2.x == -1 && alignement == GP_STROKE_ALIGNMENT_STROKE) {
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alignement = GP_STROKE_ALIGNMENT_OBJECT;
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}
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@ -93,7 +93,7 @@ vec2 sqr(vec2 a) { return a * a; }
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vec3 sqr(vec3 a) { return a * a; }
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vec4 sqr(vec4 a) { return a * a; }
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/* Use manual powers for fixed powers. pow() can have unpredicatble results on some implementations.
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/* Use manual powers for fixed powers. pow() can have unpredictable results on some implementations.
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* (see T87369, T87541) */
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float pow6(float x) { return sqr(sqr(x) * x); }
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float pow8(float x) { return sqr(sqr(sqr(x))); }
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@ -22,7 +22,7 @@
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namespace blender::gpu::shader {
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#ifndef GPU_SHADER_CREATE_INFO
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/* Helps intelisense / auto-completion. */
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/* Helps intellisense / auto-completion. */
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# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
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StageInterfaceInfo _interface(#_interface, _inst_name); \
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_interface
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@ -175,7 +175,7 @@ static const char *to_string(const eGPUTextureFormat &type)
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case GPU_R16:
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return "r16";
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default:
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return "unkown";
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return "unknown";
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}
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}
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@ -383,7 +383,7 @@ static const char *wm_context_member_from_ptr(bContext *C, const PointerRNA *ptr
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* since there is no convenient way to calculate partial RNA paths.
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*
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* \note While the path to the ID is typically sufficient to calculate the remainder of the path,
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* in practice this would cause #WM_context_path_resolve_property_full to crate a path such as:
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* in practice this would cause #WM_context_path_resolve_property_full to create a path such as:
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* `object.data.bones["Bones"].use_deform` such paths are not useful for key-shortcuts,
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* so this function supports returning data-paths directly to context members that aren't ID types.
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*/
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