code cleanup: spelling

This commit is contained in:
Campbell Barton 2012-07-16 23:23:33 +00:00
parent 1f96470b5d
commit 32cf7fcdb1
96 changed files with 150 additions and 157 deletions

@ -486,7 +486,7 @@ VertexFaces(
BSP_MEdge &e = edges[*e_it];
// iterate through the faces of this edge - push unselected
// edges to ouput and then select the edge
// edges to output and then select the edge
vector<BSP_FaceInd>::const_iterator e_faces_end = e.m_faces.end();
vector<BSP_FaceInd>::iterator e_faces_it = e.m_faces.begin();

@ -22,7 +22,7 @@ CCL_NAMESPACE_BEGIN
__device void differential_transfer(differential3 *dP_, const differential3 dP, float3 D, const differential3 dD, float3 Ng, float t)
{
/* ray differential transfer through homogenous medium, to
/* ray differential transfer through homogeneous medium, to
* compute dPdx/dy at a shading point from the incoming ray */
float3 tmp = D/dot(D, Ng);

@ -54,7 +54,7 @@ Octree::Octree(ModelReader *mr,
After playing around with this option, the only case I could
find where this option gives different results is on
relatively thin corners. Sometimes along these corners two
vertices from seperate sides will be placed in the same
vertices from separate sides will be placed in the same
position, so hole gets filled with a 5-sided face, where two
of those vertices are in the same 3D location. If
`use_manifold' is disabled, then the modifier doesn't

@ -40,7 +40,7 @@ public:
{
q_nr += m_qrange.start;
project(m_scene->m_Wq, Range(q_nr, ndof), m_qrange).setZero();
// update the ouput vector so that the movement of this joint will be
// update the ouput vector so that the movement of this joint will be
// taken into account and we can put the joint back in its initial position
// which means that the jacobian doesn't need to be changed
for (unsigned int i=0 ;i<ndof ; ++i, ++q_nr) {

@ -461,7 +461,7 @@ static int rast_scan_feather(struct r_fill_context *ctx,
//unsigned int gradientFillOffset;
float t;
float ud; // ud = unscaled edge distance
float dmin; // dmin = minimun edge distance
float dmin; // dmin = minimum edge distance
float odist; // odist = current outer edge distance
float idist; // idist = current inner edge distance
float dx; // dx = X-delta (used for distance proportion calculation)
@ -643,7 +643,7 @@ static int rast_scan_feather(struct r_fill_context *ctx,
/*
* Note once again that since we are using reciprocals of distance values our
* proportion is already the correct intensity, and does not need to be
* subracted from 1.0 like it would have if we used real distances.
* subtracted from 1.0 like it would have if we used real distances.
*/
#else
clup[0]=t;

@ -105,7 +105,7 @@ class FLUID_3D
float* _xForce;
float* _yForce;
float* _zForce;
unsigned char* _obstacles; /* only used (usefull) for static obstacles like domain boundaries */
unsigned char* _obstacles; /* only used (useful) for static obstacles like domain boundaries */
unsigned char* _obstaclesAnim;
// Required for proper threading:

@ -1588,7 +1588,7 @@ static int cu_isectLL(const float v1[3], const float v2[3], const float v3[3], c
float *labda, float *mu, float vec[3])
{
/* return:
* -1: colliniar
* -1: collinear
* 0: no intersection of segments
* 1: exact intersection of segments
* 2: cross-intersection of segments

@ -1298,7 +1298,7 @@ float evaluate_time_fmodifiers(ListBase *modifiers, FCurve *fcu, float cvalue, f
return evaltime;
}
/* Evalautes the given set of F-Curve Modifiers using the given data
/* Evaluates the given set of F-Curve Modifiers using the given data
* Should only be called after evaluate_time_fmodifiers() has been called...
*/
void evaluate_value_fmodifiers(ListBase *modifiers, FCurve *fcu, float *cvalue, float evaltime)

@ -345,7 +345,7 @@ void group_handle_recalc_and_update(Scene *scene, Object *UNUSED(parent), Group
#if 0 /* warning, isn't clearing the recalc flag on the object which causes it to run all the time,
* not just on frame change.
* This isn't working because the animation data is only re-evalyated on frame change so commenting for now
* This isn't working because the animation data is only re-evaluated on frame change so commenting for now
* but when its enabled at some point it will need to be changed so as not to update so much - campbell */
/* if animated group... */

@ -185,7 +185,7 @@ DO_INLINE void print_lfvector(float (*fLongVector)[3], unsigned int verts)
/* create long vector */
DO_INLINE lfVector *create_lfvector(unsigned int verts)
{
/* TODO: check if memory allocation was successfull */
/* TODO: check if memory allocation was successful */
return (lfVector *)MEM_callocN(verts * sizeof(lfVector), "cloth_implicit_alloc_vector");
// return (lfVector *)cloth_aligned_malloc(&MEMORY_BASE, verts * sizeof(lfVector));
}
@ -513,7 +513,7 @@ static void print_bfmatrix(fmatrix3x3 *m3)
/* create big matrix */
DO_INLINE fmatrix3x3 *create_bfmatrix(unsigned int verts, unsigned int springs)
{
// TODO: check if memory allocation was successfull */
// TODO: check if memory allocation was successful */
fmatrix3x3 *temp = (fmatrix3x3 *)MEM_callocN(sizeof(fmatrix3x3) * (verts + springs), "cloth_implicit_alloc_matrix");
temp[0].vcount = verts;
temp[0].scount = springs;

@ -134,7 +134,6 @@ void BKE_maskrasterize_handle_free(MaskRasterHandle *mr_handle)
unsigned int i;
MaskRasterLayer *layer = mr_handle->layers;
/* raycast vars */
for (i = 0; i < layers_tot; i++, layer++) {
if (layer->face_array) {
@ -225,7 +224,7 @@ void maskrasterize_spline_differentiate_point_outset(float (*diff_feather_points
}
}
/* this function is not exact, sometimes it retuns false positives,
/* this function is not exact, sometimes it returns false positives,
* the main point of it is to clear out _almost_ all bucket/face non-intersections,
* returning TRUE in corner cases is ok but missing an intersection is NOT.
*

@ -2307,7 +2307,7 @@ void BKE_mball_polygonize(Scene *scene, Object *ob, ListBase *dispbase)
metaball_tree = NULL;
}
/* if scene includes more then one MetaElem, then octal tree optimalisation is used */
/* if scene includes more then one MetaElem, then octal tree optimization is used */
if ((totelem > 1) && (totelem <= 64)) init_metaball_octal_tree(1);
if ((totelem > 64) && (totelem <= 128)) init_metaball_octal_tree(2);
if ((totelem > 128) && (totelem <= 512)) init_metaball_octal_tree(3);

@ -2105,7 +2105,7 @@ void multires_load_old(Object *ob, Mesh *me)
/* XXX We *must* alloc paint mask here, else we have some kind of mismatch in
* multires_modifier_update_mdisps() (called by dm->release(dm)), which always creates the
* reference subsurfed dm with this option, before calling multiresModifier_disp_run(),
* which implitely expects both subsurfs from its first dm and oldGridData parameters to
* which implicitly expects both subsurfs from its first dm and oldGridData parameters to
* be of the same "format"! */
dm = multires_make_derived_from_derived(orig, mmd, ob, MULTIRES_ALLOC_PAINT_MASK);
@ -2120,7 +2120,7 @@ void multires_load_old(Object *ob, Mesh *me)
me->mr = NULL;
}
/* If 'ob' and 'to_ob' both have multires modifiers, syncronize them
/* If 'ob' and 'to_ob' both have multires modifiers, synchronize them
* such that 'ob' has the same total number of levels as 'to_ob'. */
static void multires_sync_levels(Scene *scene, Object *ob, Object *to_ob)
{

@ -2320,7 +2320,7 @@ void BKE_ptcache_id_time(PTCacheID *pid, Scene *scene, float cfra, int *startfra
* - simulation time is scaled by result of bsystem_time
* - for offsetting time only time offset is taken into account, since
* that's always the same and can't be animated. a timeoffset which
* varies over time is not simpe to support.
* varies over time is not simple to support.
* - field and motion blur offsets are currently ignored, proper solution
* is probably to interpolate results from two frames for that ..
*/

@ -310,7 +310,7 @@ static void do_alphaunder_effect_byte(
/* rt = rt1 under rt2 (alpha from rt2) */
/* this complex optimalisation is because the
/* this complex optimization is because the
* 'skybuf' can be crossed in
*/
if (rt2[3] == 0 && fac2 == 256) *( (unsigned int *)rt) = *( (unsigned int *)rt1);
@ -379,7 +379,7 @@ static void do_alphaunder_effect_float(float facf0, float facf1, int x, int y,
/* rt = rt1 under rt2 (alpha from rt2) */
/* this complex optimalisation is because the
/* this complex optimization is because the
* 'skybuf' can be crossed in
*/
if (rt2[3] <= 0 && fac2 >= 1.0f) {

@ -464,7 +464,7 @@ void seq_end(SeqIterator *iter)
* **********************************************************************
* build_seqar
* *********************************************************************
* Build a complete array of _all_ sequencies (including those
* Build a complete array of _all_ sequences (including those
* in metastrips!)
* *********************************************************************
*/

@ -2914,7 +2914,7 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
aabbmin[0]=aabbmin[1]=aabbmin[2] = 1e20f;
aabbmax[0]=aabbmax[1]=aabbmax[2] = -1e20f;
/* old one with homogenous masses */
/* old one with homogeneous masses */
/* claim a minimum mass for vertex */
/*
if (sb->nodemass > 0.009999f) timeovermass = forcetime/sb->nodemass;
@ -3297,7 +3297,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
/* I'd like to have it .. if (sb->namedVG_Goal[0]) */
get_scalar_from_vertexgroup(ob, a, (short) (sb->vertgroup-1), &bp->goal);
/* do this always, regardless successfull read from vertex group */
/* do this always, regardless successful read from vertex group */
/* this is where '2.5 every thing is animatable' goes wrong in the first place jow_go_for2_5 */
/* 1st coding action to take : move this to frame level */
/* reads: leave the bp->goal as it was read from vertex group / or default .. we will need it at per frame call */
@ -3811,7 +3811,7 @@ static void softbody_update_positions(Object *ob, SoftBody *sb, float (*vertexCo
* that is:
* a precise position vector denoting the motion of the center of mass
* give a rotation/scale matrix using averaging method, that's why estimate and not calculate
* see: this is kind of reverse engeneering: having to states of a point cloud and recover what happend
* see: this is kind of reverse engineering: having to states of a point cloud and recover what happend
* our advantage here we know the identity of the vertex
* there are others methods giving other results.
* lloc, lrot, lscale are allowed to be NULL, just in case you don't need it.

@ -687,7 +687,7 @@ static void split_leafs(BVHNode **leafs_array, int *nth, int partitions, int spl
* The reason is that we can build level N+1 from level N without any data dependencies.. thus it allows
* to use multithread building.
*
* To archieve this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper
* To archive this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper
* implicit_needed_branches and implicit_leafs_index are auxiliary functions to solve that "optimal-split".
*/
static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array, BVHNode **leafs_array, int num_leafs)
@ -748,7 +748,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
parent->main_axis = split_axis / 2;
/* Split the childs along the split_axis, note: its not needed to sort the whole leafs array
* Only to assure that the elements are partioned on a way that each child takes the elements
* Only to assure that the elements are partitioned on a way that each child takes the elements
* it would take in case the whole array was sorted.
* Split_leafs takes care of that "sort" problem. */
nth_positions[0] = parent_leafs_begin;
@ -982,7 +982,7 @@ void BLI_bvhtree_update_tree(BVHTree *tree)
{
/* Update bottom=>top
* TRICKY: the way we build the tree all the childs have an index greater than the parent
* This allows us todo a bottom up update by starting on the biger numbered branch */
* This allows us todo a bottom up update by starting on the bigger numbered branch */
BVHNode **root = tree->nodes + tree->totleaf;
BVHNode **index = tree->nodes + tree->totleaf + tree->totbranch - 1;
@ -1000,7 +1000,7 @@ float BLI_bvhtree_getepsilon(BVHTree *tree)
/*
* BLI_bvhtree_overlap
*
* overlap - is it possbile for 2 bv's to collide ? */
* overlap - is it possible for 2 bv's to collide ? */
static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop_axis)
{
float *bv1 = node1->bv;

@ -423,7 +423,7 @@ static void insert_check_2(DLRBT_Tree *tree, DLRBT_Node *node)
/* - make the grandparent red, so that we maintain alternating red/black property
* (it must exist, so no need to check for NULL here),
* - as the grandparent may now cause inconsistencies with the rest of the tree,
* we must flush up the tree and perform checks/rebalancing/repainting, using the
* we must flush up the tree and perform checks/re-balancing/re-painting, using the
* grandparent as the node of interest
*/
gp->tree_col = DLRBT_RED;

@ -352,7 +352,7 @@ int isect_line_line_v2(const float v1[2], const float v2[2], const float v3[2],
}
/* get intersection point of two 2D segments and return intersection type:
* -1: colliniar
* -1: collinear
* 1: intersection
*/
int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2])
@ -410,7 +410,7 @@ int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[
}
}
/* lines are colliniar */
/* lines are collinear */
return -1;
}
@ -561,7 +561,7 @@ int isect_line_sphere_v2(const float l1[2], const float l2[2],
}
/*
* -1: colliniar
* -1: collinear
* 1: intersection
*/
static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1,
@ -1669,7 +1669,7 @@ static int point_in_slice(const float p[3], const float v1[3], const float l1[3]
* a line including l1,l2 and a point not on the line
* define a subset of R3 delimited by planes parallel to the line and orthogonal
* to the (point --> line) distance vector,one plane on the line one on the point,
* the room inside usually is rather small compared to R3 though still infinte
* the room inside usually is rather small compared to R3 though still infinite
* useful for restricting (speeding up) searches
* e.g. all points of triangular prism are within the intersection of 3 'slices'
* onother trivial case : cube
@ -2843,7 +2843,7 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, fl
if (lloc) copy_v3_v3(lloc, accu_com);
if (rloc) copy_v3_v3(rloc, accu_rcom);
if (lrot || lscale) { /* caller does not want rot nor scale, strange but legal */
/*so now do some reverse engeneering and see if we can split rotation from scale ->Polardecompose*/
/*so now do some reverse engineering and see if we can split rotation from scale ->Polardecompose*/
/* build 'projection' matrix */
float m[3][3], mr[3][3], q[3][3], qi[3][3];
float va[3], vb[3], stunt[3];

@ -521,7 +521,7 @@ MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3])
}
/* Newell's Method */
/* excuse this fairly spesific function,
/* excuse this fairly specific function,
* its used for polygon normals all over the place
* could use a better name */
MINLINE void add_newell_cross_v3_v3v3(float n[3], const float v_prev[3], const float v_curr[3])

@ -1552,7 +1552,7 @@ char *BLI_path_basename(char *path)
* 0 if image filename is empty or if destination path
* matches image path (i.e. both are the same file).
* 2 if source is identical to destination.
* 1 if rebase was successfull
* 1 if rebase was successful
* -------------------------------------------------------------
* Hint: Trailing slash in dest_dir is optional.
*

@ -255,7 +255,7 @@ static void convert_tface_mt(FileData *fd, Main *main);
* in the case of libraray linking errors this is important!
*
* bit kludge but better then doubling up on prints,
* we could alternatively have a versions of a report function which foces printing - campbell
* we could alternatively have a versions of a report function which forces printing - campbell
*/
static void BKE_reportf_wrap(ReportList *reports, ReportType type, const char *format, ...)
{
@ -5919,7 +5919,7 @@ static void direct_link_screen(FileData *fd, bScreen *sc)
}
else if (sl->spacetype == SPACE_SEQ) {
/* grease pencil data is not a direct data and can't be linked from direct_link*
* functions, it should be linked from lib_link* funcrions instead
* functions, it should be linked from lib_link* functions instead
*
* otherwise it'll lead to lost grease data on open because it'll likely be
* read from file after all other users of grease pencil and newdataadr would
@ -5948,7 +5948,7 @@ static void direct_link_screen(FileData *fd, bScreen *sc)
//for (cl= sconsole->scrollback.first; cl; cl= cl->next)
// cl->line= newdataadr(fd, cl->line);
/* comma expressions, (e.g. expr1, expr2, expr3) evalutate each expression,
/* comma expressions, (e.g. expr1, expr2, expr3) evaluate each expression,
* from left to right. the right-most expression sets the result of the comma
* expression as a whole*/
for (cl = sconsole->history.first; cl; cl = cl_next) {
@ -8174,7 +8174,7 @@ static void expand_doit(FileData *fd, Main *mainvar, void *old)
* This line is NEEDED, the case is that you have 3 blend files...
* user.blend, lib.blend and lib_indirect.blend - if user.blend already references a "tree" from
* lib_indirect.blend but lib.blend does too, linking in a Scene or Group from lib.blend can result in an
* empty without the dupli group referenced. Once you save and reload the group would appier. - Campbell */
* empty without the dupli group referenced. Once you save and reload the group would appear. - Campbell */
/* This crashes files, must look further into it */
/* Update: the issue is that in file reading, the oldnewmap is OK, but for existing data, it has to be

@ -92,7 +92,7 @@ BMVert *BM_vert_create(BMesh *bm, const float co[3], const BMVert *example)
* \brief Main function for creating a new edge.
*
* \note Duplicate edges are supported by the API however users should _never_ see them.
* so unless you need a unique edge or know the edge won't exist, you should call wih \a nodouble = TRUE
* so unless you need a unique edge or know the edge won't exist, you should call with \a nodouble = TRUE
*/
BMEdge *BM_edge_create(BMesh *bm, BMVert *v1, BMVert *v2, const BMEdge *example, int nodouble)
{

@ -880,7 +880,7 @@ void BM_mesh_elem_hflag_enable_test(BMesh *bm, const char htype, const char hfla
/* note, better not attempt a fast path for selection as done with de-select
* because hidden geometry and different selection modes can give different results,
* we could of course check for no hiddent faces and then use quicker method but its not worth it. */
* we could of course check for no hidden faces and then use quicker method but its not worth it. */
for (i = 0; i < 3; i++) {
if (htype & flag_types[i]) {

@ -235,7 +235,7 @@ int BMO_op_callf(BMesh *bm, const char *fmt, ...);
/* initializes, but doesn't execute an operator. this is so you can
* gain access to the outputs of the operator. note that you have
* to execute/finitsh (BMO_op_exec and BMO_op_finish) yourself. */
* to execute/finish (BMO_op_exec and BMO_op_finish) yourself. */
int BMO_op_initf(BMesh *bm, BMOperator *op, const char *fmt, ...);
/* va_list version, used to implement the above two functions,

@ -712,7 +712,7 @@ static BMLoop *find_ear(BMFace *f, float (*verts)[3], const int use_beauty, floa
}
}
/* Last check we do not get overlapping triangles
* (as much as possible, ther are some cases with no good solution!) */
* (as much as possible, there are some cases with no good solution!) */
i4 = (i + 3) % 4;
if (!bm_face_goodline((float const (*)[3])verts, f, BM_elem_index_get(larr[i4]->v),
BM_elem_index_get(larr[i]->v), BM_elem_index_get(larr[i + 1]->v)))

@ -712,7 +712,7 @@ BMVert *BM_edge_share_vert(BMEdge *e1, BMEdge *e2)
*
* Finds the loop used which uses \a v in face loop \a l
*
* \note currenly this just uses simple loop in future may be speeded up
* \note currently this just uses simple loop in future may be sped up
* using radial vars
*/
BMLoop *BM_face_vert_share_loop(BMFace *f, BMVert *v)
@ -735,7 +735,7 @@ BMLoop *BM_face_vert_share_loop(BMFace *f, BMVert *v)
*
* Finds the loop used which uses \a e in face loop \a l
*
* \note currenly this just uses simple loop in future may be speeded up
* \note currently this just uses simple loop in future may be sped up
* using radial vars
*/
BMLoop *BM_face_edge_share_loop(BMFace *f, BMEdge *e)
@ -794,7 +794,7 @@ float BM_loop_calc_face_angle(BMLoop *l)
/**
* \brief BM_loop_calc_face_normal
*
* Calculate the normal at this loop corner or fallback to the face normal on straignt lines.
* Calculate the normal at this loop corner or fallback to the face normal on straight lines.
*
* \param bm The BMesh
* \param l The loop to calculate the normal at
@ -817,7 +817,7 @@ void BM_loop_calc_face_normal(BMLoop *l, float r_normal[3])
/**
* \brief BM_loop_calc_face_tangent
*
* Calculate the tangent at this loop corner or fallback to the face normal on straignt lines.
* Calculate the tangent at this loop corner or fallback to the face normal on straight lines.
* This vector always points inward into the face.
*
* \param bm The BMesh
@ -873,7 +873,7 @@ float BM_edge_calc_face_angle(BMEdge *e)
/**
* \brief BMESH EDGE/FACE TANGENT
*
* Calculate the tangent at this loop corner or fallback to the face normal on straignt lines.
* Calculate the tangent at this loop corner or fallback to the face normal on straight lines.
* This vector always points inward into the face.
*
* \brief BM_edge_calc_face_tangent

@ -34,7 +34,7 @@
* The lowest level of functionality for manipulating bmesh structures.
* None of these functions should ever be exported to the rest of Blender.
*
* in the vast majority of cases thes should not be used directly.
* in the vast majority of cases there shouldn't be used directly.
* if absolutely necessary, see function definitions in code for
* descriptive comments. but seriously, don't use this stuff.
*/

@ -106,7 +106,7 @@ static void calc_corner_co(BMLoop *l, const float fac, float r_co[3],
normalize_v3(l_vec_next);
add_v3_v3v3(co_ofs, l_vec_prev, l_vec_next);
if (UNLIKELY(normalize_v3(co_ofs) == 0.0f)) { /* edges form a straignt line */
if (UNLIKELY(normalize_v3(co_ofs) == 0.0f)) { /* edges form a straight line */
cross_v3_v3v3(co_ofs, l_vec_prev, l->f->no);
}

@ -214,7 +214,7 @@ void bmo_dissolve_edgeloop_exec(BMesh *bm, BMOperator *op)
BMO_elem_flag_enable(bm, e->v2, VERT_MARK);
/* BMESH_TODO - check on delaying edge removal since we may end up removing more then
* one edge, and later referene a removed edge */
* one edge, and later reference a removed edge */
BM_faces_join_pair(bm, fa, fb, e, TRUE);
}
}
@ -270,7 +270,7 @@ void bmo_dissolve_edges_exec(BMesh *bm, BMOperator *op)
/* join faces */
/* BMESH_TODO - check on delaying edge removal since we may end up removing more then
* one edge, and later referene a removed edge */
* one edge, and later reference a removed edge */
BM_faces_join_pair(bm, fa, fb, e, TRUE);
}
}

@ -61,7 +61,7 @@ typedef enum {
HULL_FLAG_HOLE = (1 << 5)
} HullFlags;
/* Store hull triangles seperate from BMesh faces until the end; this
/* Store hull triangles separate from BMesh faces until the end; this
* way we don't have to worry about cleaning up extraneous edges or
* incorrectly deleting existing geometry. */
typedef struct HullTriangle {

@ -280,7 +280,7 @@ void bmo_inset_exec(BMesh *bm, BMOperator *op)
BMFace *f_b = e_info_b->l->f;
/* we use this as either the normal OR to find the right direction for the
* crpss product between both face normals */
* cross product between both face normals */
add_v3_v3v3(tvec, e_info_a->no, e_info_b->no);
if ((f_a == f_b) || compare_v3v3(f_a->no, f_b->no, 0.00001f)) {

@ -530,7 +530,7 @@ void bmo_similar_faces_exec(BMesh *bm, BMOperator *op)
/*
* The first thing to do is to iterate through all the the selected items and mark them since
* they will be in the selection anyway.
* This will increase performance, (especially when the number of originaly selected faces is high)
* This will increase performance, (especially when the number of originally selected faces is high)
* so the overall complexity will be less than $O(mn)$ where is the total number of selected faces,
* and n is the total number of faces
*/

@ -1129,7 +1129,7 @@ BMesh *BME_bevel(BMEditMesh *em, float value, int res, int options, int defgrp_i
}
/* possibly needed when running as a tool (which is no longer functional)
* but keep as an optioin for now */
* but keep as an option for now */
if (do_tessface) {
BMEdit_RecalcTessellation(em);
}

@ -37,9 +37,9 @@ extern "C" {
* @mainpage Introduction of the Blender Compositor
*
* @section bcomp Blender compositor
* This project redesigns the interals of Blender's compositor. The project has been executed in 2011 by At Mind.
* This project redesigns the internals of Blender's compositor. The project has been executed in 2011 by At Mind.
* At Mind is a technology company located in Amsterdam, The Netherlands.
* The project has been crowdfunded. This code has been released under GPL2 to be used in Blender.
* The project has been crowd-funded. This code has been released under GPL2 to be used in Blender.
*
* @section goals The goals of the project
* the new compositor has 2 goals.
@ -58,7 +58,7 @@ extern "C" {
* @section workflow Work faster
* The previous compositor only showed the final image. The compositor could wait a long time before seeing the result
* of his work. The new compositor will work in a way that it will focus on getting information back to the user.
* It will prioritise its work to get earlier user feedback.
* It will prioritize its work to get earlier user feedback.
*
* @page memory Memory model
* The main issue is the type of memory model to use. Blender is used by consumers and professionals.
@ -79,7 +79,7 @@ extern "C" {
* Render priority is an priority of an output node. A user has a different need of Render priorities of output nodes
* than during editing.
* for example. the Active ViewerNode has top priority during editing, but during rendering a CompositeNode has.
* All NodeOperation has a setting for their renderpriority, but only for output NodeOperation these have effect.
* All NodeOperation has a setting for their render-priority, but only for output NodeOperation these have effect.
* In ExecutionSystem.execute all priorities are checked. For every priority the ExecutionGroup's are check if the
* priority do match.
* When match the ExecutionGroup will be executed (this happens in serial)
@ -91,18 +91,18 @@ extern "C" {
* @section order Chunk order
*
* When a ExecutionGroup is executed, first the order of chunks are determined.
* The settings are stored in the ViewerNode inside the ExecutionGroup. ExecutionGroups that have no viewernode,
* The settings are stored in the ViewerNode inside the ExecutionGroup. ExecutionGroups that have no viewer-node,
* will use a default one.
* There are several possible chunk orders
* - [@ref OrderOfChunks.COM_TO_CENTER_OUT]: Start calculating from a configurable point and order by nearest chunk
* - [@ref OrderOfChunks.COM_TO_RANDOM]: Randomize all chunks.
* - [@ref OrderOfChunks.COM_TO_TOP_DOWN]: Start calculation from the bottom to the top of the image
* - [@ref OrderOfChunks.COM_TO_RULE_OF_THIRDS]: Experimental order based on 9 hotspots in the image
* - [@ref OrderOfChunks.COM_TO_RULE_OF_THIRDS]: Experimental order based on 9 hot-spots in the image
*
* When the chunkorder is determined, the first few chunks will be checked if they can be scheduled.
* When the chunk-order is determined, the first few chunks will be checked if they can be scheduled.
* Chunks can have three states:
* - [@ref ChunkExecutionState.COM_ES_NOT_SCHEDULED]: Chunk is not yet scheduled, or dependacies are not met
* - [@ref ChunkExecutionState.COM_ES_SCHEDULED]: All dependacies are met, chunk is scheduled, but not finished
* - [@ref ChunkExecutionState.COM_ES_NOT_SCHEDULED]: Chunk is not yet scheduled, or dependencies are not met
* - [@ref ChunkExecutionState.COM_ES_SCHEDULED]: All dependencies are met, chunk is scheduled, but not finished
* - [@ref ChunkExecutionState.COM_ES_EXECUTED]: Chunk is finished
*
* @see ExecutionGroup.execute
@ -110,7 +110,7 @@ extern "C" {
* @see OrderOfChunks
*
* @section interest Area of interest
* An ExecutionGroup can have dependancies to other ExecutionGroup's. Data passing from one ExecutionGroup to another
* An ExecutionGroup can have dependencies to other ExecutionGroup's. Data passing from one ExecutionGroup to another
* one are stored in 'chunks'.
* If not all input chunks are available the chunk execution will not be scheduled.
* <pre>
@ -217,22 +217,22 @@ extern "C" {
* @section workscheduler WorkScheduler
* the WorkScheduler is implemented as a static class. the responsibility of the WorkScheduler is to balance
* WorkPackages to the available and free devices.
* the workscheduler can work in 2 states. For witching these between the state you need to recompile blender
* the work-scheduler can work in 2 states. For witching these between the state you need to recompile blender
*
* @subsection multithread Multi threaded
* Default the workscheduler will place all work as WorkPackage in a queue.
* Default the work-scheduler will place all work as WorkPackage in a queue.
* For every CPUcore a working thread is created. These working threads will ask the WorkScheduler if there is work
* for a specific Device.
* the workscheduler will find work for the device and the device will be asked to execute the WorkPackage
* the work-scheduler will find work for the device and the device will be asked to execute the WorkPackage
*
* @subsection singlethread Single threaded
* For debugging reasons the multi-threading can be disabled. This is done by changing the COM_CURRENT_THREADING_MODEL
* to COM_TM_NOTHREAD. When compiling the workscheduler
* to COM_TM_NOTHREAD. When compiling the work-scheduler
* will be changes to support no threading and run everything on the CPU.
*
* @section devices Devices
* A Device within the compositor context is a Hardware component that can used to calculate chunks.
* This chunk is encapseled in a WorkPackage.
* This chunk is encapsulated in a WorkPackage.
* the WorkScheduler controls the devices and selects the device where a WorkPackage will be calculated.
*
* @subsection WS_Devices Workscheduler

@ -180,7 +180,7 @@ private:
/**
* @brief Determine the rect (minx, maxx, miny, maxy) of a chunk at a position.
* @note Only gives usefull results ater the determination of the chunksize
* @note Only gives useful results ater the determination of the chunksize
* @see determineChunkSize()
*/
void determineChunkRect(rcti *rect, const unsigned int xChunk, const unsigned int yChunk) const;
@ -376,7 +376,7 @@ public:
/**
* @brief Determine the rect (minx, maxx, miny, maxy) of a chunk.
* @note Only gives usefull results ater the determination of the chunksize
* @note Only gives useful results ater the determination of the chunksize
* @see determineChunkSize()
*/
void determineChunkRect(rcti *rect, const unsigned int chunkNumber) const;

@ -37,7 +37,7 @@ using namespace std;
/**
* @page execution Execution model
* In order to get to an efficient model for execution, serveral steps are being done. these steps are explained below.
* In order to get to an efficient model for execution, several steps are being done. these steps are explained below.
*
* @section EM_Step1 Step 1: translating blender node system to the new compsitor system
* Blenders node structure is based on C structs (DNA). These structs are not efficient in the new architecture. We want to use classes in order to simplify the system.
@ -64,7 +64,7 @@ using namespace std;
* @section EM_Step3 Step3: add additional conversions to the operation system
* - Data type conversions: the system has 3 data types COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR. The user can connect a Value socket to a color socket. As values are ordered differently than colors a conversion happens.
*
* - Image size conversions: the system can automatically convert when resolutions do not match. An InputSocket has a resize mode. This can be any of the folowing settings.
* - Image size conversions: the system can automatically convert when resolutions do not match. An InputSocket has a resize mode. This can be any of the following settings.
* - [@ref InputSocketResizeMode.COM_SC_CENTER]: The center of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT_WIDTH]: The width of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT_HEIGHT]: the height of both images are aligned

@ -67,7 +67,7 @@ private:
/**
* @brief region of this buffer inside reative to the MemoryProxy
* @brief region of this buffer inside relative to the MemoryProxy
*/
rcti m_rect;
@ -218,7 +218,7 @@ public:
int getHeight() const;
/**
* @brief clear the buffer. Make all pixels black transparant.
* @brief clear the buffer. Make all pixels black transparent.
*/
void clear();

@ -89,7 +89,7 @@ public:
WriteBufferOperation *getWriteBufferOperation() { return this->m_writeBufferOperation; }
/**
* @brief allocate memory of size widht x height
* @brief allocate memory of size width x height
*/
void allocate(unsigned int width, unsigned int height);

@ -74,7 +74,7 @@ public:
/**
* @brief convert node to operation
*
* @todo this must be described furter
* @todo this must be described further
*
* @param system the ExecutionSystem where the operations need to be added
* @param context reference to the CompositorContext

@ -101,7 +101,7 @@ public:
/**
* @brief isOutputOperation determines whether this operation is an output of the ExecutionSystem during rendering or editing.
*
* Default behaviour if not overriden, this operation will not be evaluated as being an output of the ExecutionSystem.
* Default behaviour if not overridden, this operation will not be evaluated as being an output of the ExecutionSystem.
*
* @see ExecutionSystem
* @group check

@ -894,7 +894,7 @@ static void do_createEdgeLocationBuffer(unsigned int t, unsigned int rw, unsigne
int x; // x = pixel loop counter
int a; // a = temporary pixel index buffer loop counter
unsigned int ud; // ud = unscaled edge distance
unsigned int dmin; // dmin = minimun edge distance
unsigned int dmin; // dmin = minimum edge distance
unsigned int rsl; // long used for finding fast 1.0/sqrt
unsigned int gradientFillOffset;
@ -1012,7 +1012,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
unsigned int gradientFillOffset;
unsigned int t;
unsigned int ud; // ud = unscaled edge distance
unsigned int dmin; // dmin = minimun edge distance
unsigned int dmin; // dmin = minimum edge distance
float odist; // odist = current outer edge distance
float idist; // idist = current inner edge distance
int dx; // dx = X-delta (used for distance proportion calculation)
@ -1070,7 +1070,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
* pixel color as |GI| / (|GI| + |GO|). Since these are reciprocals, GI serves the
* purpose of GO for the proportion calculation.
*
* For the purposes of the minimun distance comparisons, we only check
* For the purposes of the minimum distance comparisons, we only check
* the sums-of-squares against eachother, since they are in the same
* mathematical sort-order as if we did go ahead and take square roots
*
@ -1116,7 +1116,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
/*
* Note once again that since we are using reciprocals of distance values our
* proportion is already the correct intensity, and does not need to be
* subracted from 1.0 like it would have if we used real distances.
* subtracted from 1.0 like it would have if we used real distances.
*/
/*

@ -27,7 +27,7 @@
#include "COM_NodeOperation.h"
/**
* Class with implementation of bluring for keying node
* Class with implementation of blurring for keying node
*/
class KeyingBlurOperation : public NodeOperation {
protected:

@ -851,7 +851,7 @@ static int acf_group_setting_flag(bAnimContext *ac, int setting, short *neg)
// *neg = 1; - if we change this to edtiability
return AGRP_PROTECTED;
case ACHANNEL_SETTING_VISIBLE: /* visiblity - graph editor */
case ACHANNEL_SETTING_VISIBLE: /* visibility - graph editor */
*neg = 1;
return AGRP_NOTVISIBLE;
}
@ -939,7 +939,7 @@ static int acf_fcurve_setting_flag(bAnimContext *UNUSED(ac), int setting, short
// *neg = 1; - if we change this to edtiability
return FCURVE_PROTECTED;
case ACHANNEL_SETTING_VISIBLE: /* visiblity - graph editor */
case ACHANNEL_SETTING_VISIBLE: /* visibility - graph editor */
return FCURVE_VISIBLE;
default: /* unsupported */

@ -1818,7 +1818,7 @@ void UI_view2d_scrollers_free(View2DScrollers *scrollers)
* This should be (0,0) for most views. However, for those where the starting row was offsetted
* (like for Animation Editor channel lists, to make the first entry more visible), these will be
* the min-coordinates of the first item.
* - column, row = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at
* - column, row = the 2d-coordinates (in 2D-view / 'tot' rect space) the cell exists at
* - rect = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
*/
void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)

@ -202,7 +202,7 @@ static int group_objects_remove_exec(bContext *C, wmOperator *op)
Scene *scene = CTX_data_scene(C);
int group_object_index = RNA_enum_get(op->ptr, "group");
/* first get the group back from the enum index, quite awkward and UI spesific */
/* first get the group back from the enum index, quite awkward and UI specific */
if (ob) {
Group *group = NULL;
int i = 0;

@ -913,7 +913,7 @@ static int fluidsimBake(bContext *C, ReportList *reports, Object *fsDomain, shor
return 0;
}
/* these both have to be valid, otherwise we wouldnt be here */
/* these both have to be valid, otherwise we wouldn't be here */
fluidmd = (FluidsimModifierData *)modifiers_findByType(fsDomain, eModifierType_Fluidsim);
domainSettings = fluidmd->fss;
mesh = fsDomain->data;

@ -3017,7 +3017,7 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), wmEvent *e
}
}
/* next frame overriden by user action (pressed jump to first/last frame) */
/* next frame overridden by user action (pressed jump to first/last frame) */
if (sad->flag & ANIMPLAY_FLAG_USE_NEXT_FRAME) {
scene->r.cfra = sad->nextfra;
sad->flag &= ~ANIMPLAY_FLAG_USE_NEXT_FRAME;

@ -604,7 +604,7 @@ void paint_partial_visibility_keys(wmKeyMap *keymap)
{
wmKeyMapItem *kmi;
/* Partial visiblity */
/* Partial visibility */
kmi = WM_keymap_add_item(keymap, "PAINT_OT_hide_show", HKEY, KM_PRESS, KM_SHIFT, 0);
RNA_enum_set(kmi->ptr, "action", PARTIALVIS_SHOW);
RNA_enum_set(kmi->ptr, "area", PARTIALVIS_INSIDE);

@ -2843,7 +2843,7 @@ static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
int pass;
unsigned char wireCol[4], selCol[4], actCol[4];
/* since this function does transparant... */
/* since this function does transparent... */
UI_GetThemeColor4ubv(TH_EDGE_SELECT, selCol);
UI_GetThemeColor4ubv(TH_WIRE, wireCol);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, actCol);
@ -2854,7 +2854,7 @@ static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
wireCol[3] = 0;
for (pass = 0; pass < 2; pass++) {
/* show wires in transparant when no zbuf clipping for select */
/* show wires in transparent when no zbuf clipping for select */
if (pass == 0) {
if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT) == 0) {
glEnable(GL_BLEND);

@ -1595,7 +1595,7 @@ static int gpu_count_grid_quads(BLI_bitmap *grid_hidden,
int i, x, y, totquad;
/* grid hidden layer is present, so have to check each grid for
* visiblity */
* visibility */
for (i = 0, totquad = 0; i < totgrid; i++) {
const BLI_bitmap gh = grid_hidden[grid_indices[i]];

@ -35,7 +35,7 @@
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
/* Cache system for movie data - now supports stoting ImBufs only
/* Cache system for movie data - now supports storing ImBufs only
* Supposed to provide unified cache system for movie clips, sequencer and
* other movie-related areas */

@ -36,12 +36,6 @@
*
*/
/* imageprocess.c MIXED MODEL
*
* april 95
*
*/
#include <stdlib.h>
#include "BLI_utildefines.h"

@ -864,7 +864,7 @@ int imb_savejp2(struct ImBuf *ibuf, const char *name, int flags)
/*
* configure the event callbacks (not required)
* setting of each callback is optionnal
* setting of each callback is optional
*/
memset(&event_mgr, 0, sizeof(opj_event_mgr_t));
event_mgr.error_handler = error_callback;

@ -67,8 +67,8 @@ static ImBuf *ibJpegImageFromCinfo(struct jpeg_decompress_struct *cinfo, int fla
/*
* In principle there are 4 jpeg formats.
*
* 1. jpeg - standard printing, u & v at quarter of resulution
* 2. jvid - standaard video, u & v half resolution, frame not interlaced
* 1. jpeg - standard printing, u & v at quarter of resolution
* 2. jvid - standard video, u & v half resolution, frame not interlaced
*
* type 3 is unsupported as of jul 05 2000 Frank.
*

@ -774,7 +774,7 @@ static void q_scale_float(float *in, float *out, int in_width,
* Should be comparable in speed to the ImBuf ..._fast functions at least
* for byte-buffers.
*
* NOTE: disabled, due to inacceptable inaccuracy and quality loss, see bug #18609 (ton)
* NOTE: disabled, due to unacceptable inaccuracy and quality loss, see bug #18609 (ton)
*/
static int q_scale_linear_interpolation(
struct ImBuf *ibuf, int newx, int newy)
@ -1460,7 +1460,7 @@ struct ImBuf *IMB_scaleImBuf(struct ImBuf *ibuf, unsigned int newx, unsigned int
scalefast_Z_ImBuf(ibuf, newx, newy);
/* try to scale common cases in a fast way */
/* disabled, quality loss is inacceptable, see report #18609 (ton) */
/* disabled, quality loss is unacceptable, see report #18609 (ton) */
if (0 && q_scale_linear_interpolation(ibuf, newx, newy)) {
return ibuf;
}

@ -628,7 +628,7 @@ typedef enum eNlaStrip_Flag {
/* NLA strip length is synced to the length of the referenced action */
NLASTRIP_FLAG_SYNC_LENGTH = (1<<9),
/* playback flags (may be overriden by F-Curves) */
/* playback flags (may be overridden by F-Curves) */
/* NLA strip blendin/out values are set automatically based on overlaps */
NLASTRIP_FLAG_AUTO_BLENDS = (1<<10),
/* NLA strip is played back in reverse order */

@ -204,7 +204,7 @@ typedef struct Tex {
/* newnoise: musgrave parameters */
float mg_H, mg_lacunarity, mg_octaves, mg_offset, mg_gain;
/* newnoise: distorted noise amount, musgrave & voronoi ouput scale */
/* newnoise: distorted noise amount, musgrave & voronoi output scale */
float dist_amount, ns_outscale;
/* newnoise: voronoi nearest neighbor weights, minkovsky exponent, distance metric & color type */

@ -105,7 +105,7 @@ typedef long long __int64;
* - location within a struct (everthing can be randomly mixed up)
* - struct within struct (within struct etc), this is recursive
* - adding new elements, will be default initialized zero
* - remving elements
* - removing elements
* - change of array sizes
* - change of a pointer type: when the name doesn't change the contents is copied
*
@ -122,7 +122,7 @@ typedef long long __int64;
* - only use a long in Blender if you want this to be the size of a pointer. so it is
* 32 bits or 64 bits, dependent at the cpu architecture
* - chars are always unsigned
* - aligment of variables has to be done in such a way, that any system does
* - alignment of variables has to be done in such a way, that any system does
* not create 'padding' (gaps) in structures. So make sure that:
* - short: 2 aligned
* - int: 4 aligned
@ -556,7 +556,7 @@ static void recurs_test_compflags(SDNA *sdna, char *compflags, int structnr)
/* Unsure of exact function - compares the sdna argument to
* newsdna and sets up the information necessary to convert
* data written with a dna of oldsdna to inmemory data with a
* data written with a dna of oldsdna to in-memory data with a
* structure defined by the newsdna sdna (I think). -zr
*/

@ -203,7 +203,7 @@ typedef enum PropertyFlag {
PROP_CONTEXT_UPDATE = (1 << 22),
PROP_CONTEXT_PROPERTY_UPDATE = (1 << 22) | (1 << 27),
/* Use for arrays or for any data that should not have a referene kept
/* Use for arrays or for any data that should not have a reference kept
* most common case is functions that return arrays where the array */
PROP_THICK_WRAP = (1 << 23),

@ -60,7 +60,7 @@ void rna_Scene_frame_set(Scene *scene, int frame, float subframe)
BKE_scene_update_for_newframe(G.main, scene, (1 << 20) - 1);
BKE_scene_camera_switch_update(scene);
/* cant use NC_SCENE|ND_FRAME because this casues wm_event_do_notifiers to call
/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
* BKE_scene_update_for_newframe which will loose any un-keyed changes [#24690] */
/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */

@ -59,7 +59,7 @@ typedef struct EffectInfo {
#ifdef RNA_RUNTIME
/* build a temp referene to the parent */
/* build a temp reference to the parent */
static void meta_tmp_ref(Sequence *seq_par, Sequence *seq)
{
for (; seq; seq = seq->next) {

@ -189,7 +189,7 @@ static int *find_doubles_index_map(BMesh *bm, BMOperator *dupe_op,
i++;
}
/* above loops over all, so set all to dirty, if this is somehow
* setting valid values, this line can be remvoed - campbell */
* setting valid values, this line can be removed - campbell */
bm->elem_index_dirty |= BM_VERT | BM_EDGE | BM_FACE;
(*index_map_length) = i;

@ -199,7 +199,7 @@ static CustomDataMask requiredDataMask(Object *UNUSED(ob), ModifierData *md)
return dataMask;
}
/* spesific function for solidify - define locally */
/* specific function for solidify - define locally */
BLI_INLINE void madd_v3v3short_fl(float r[3], const short a[3], const float f)
{
r[0] += (float)a[0] * f;

@ -183,7 +183,7 @@ static float get_ob2ob_distance(const Object *ob, const Object *obr)
}
/**
* Maps distances to weights, with an optionnal "smoothing" mapping.
* Maps distances to weights, with an optional "smoothing" mapping.
*/
void do_map(float *weights, const int nidx, const float min_d, const float max_d, short mode)
{

@ -909,7 +909,7 @@ static void do_createEdgeLocationBuffer(unsigned int t, unsigned int rw, unsigne
int x; // x = pixel loop counter
int a; // a = temporary pixel index buffer loop counter
unsigned int ud; // ud = unscaled edge distance
unsigned int dmin; // dmin = minimun edge distance
unsigned int dmin; // dmin = minimum edge distance
unsigned int rsl; // long used for finding fast 1.0/sqrt
unsigned int gradientFillOffset;
@ -1027,7 +1027,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
unsigned int gradientFillOffset;
unsigned int t;
unsigned int ud; // ud = unscaled edge distance
unsigned int dmin; // dmin = minimun edge distance
unsigned int dmin; // dmin = minimum edge distance
float odist; // odist = current outer edge distance
float idist; // idist = current inner edge distance
int dx; // dx = X-delta (used for distance proportion calculation)
@ -1084,7 +1084,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
* pixel color as |GI| / (|GI| + |GO|). Since these are reciprocals, GI serves the
* purpose of GO for the proportion calculation.
*
* For the purposes of the minimun distance comparisons, we only check
* For the purposes of the minimum distance comparisons, we only check
* the sums-of-squares against each other, since they are in the same
* mathematical sort-order as if we did go ahead and take square roots
*
@ -1130,7 +1130,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
/*
* Note once again that since we are using reciprocals of distance values our
* proportion is already the correct intensity, and does not need to be
* subracted from 1.0 like it would have if we used real distances.
* subtracted from 1.0 like it would have if we used real distances.
*/
/*

@ -211,7 +211,7 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
gs->name = "";
gs->hasinput= ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems it's not alwas set,
/* XXX Commented out the ns->data check here, as it seems it's not always set,
* even though there *is* a valid connection/output... But that might need
* further investigation.
*/

@ -1578,7 +1578,7 @@ PyDoc_STRVAR(bpy_bmloop_calc_normal_doc,
".. method:: calc_normal()\n"
"\n"
" Return normal at this loops corner of the face.\n"
" Falls back to the face normal for straignt lines.\n"
" Falls back to the face normal for straight lines.\n"
"\n"
" :return: a normalized vector.\n"
" :rtype: :class:`mathutils.Vector`\n"
@ -1595,7 +1595,7 @@ PyDoc_STRVAR(bpy_bmloop_calc_tangent_doc,
".. method:: calc_tangent()\n"
"\n"
" Return the tangent at this loops corner of the face (pointing inward into the face).\n"
" Falls back to the face normal for straignt lines.\n"
" Falls back to the face normal for straight lines.\n"
"\n"
" :return: a normalized vector.\n"
" :rtype: :class:`mathutils.Vector`\n"

@ -363,7 +363,7 @@ PyObject *BPy_BMLoopColor_CreatePyObject(struct MLoopCol *data)
* weight = dv[group_nr]
* del dv[group_nr]
*
* \note: there is nothing BMesh spesific here,
* \note: there is nothing BMesh specific here,
* its only that BMesh is the only part of blender that uses a hand written api like this.
* This type could eventually be used to access lattice weights.
*

@ -29,7 +29,7 @@
* This file defines the types for 'BMesh.select_history'
* sequence and iterator.
*
* select_history is very loosely based on pytons set() type,
* select_history is very loosely based on pythons set() type,
* since items can only exist once. however they do have an order.
*/

@ -287,7 +287,7 @@ static PyObject *blender_import(PyObject *UNUSED(self), PyObject *args, PyObject
}
else {
/* no blender text was found that could import the module
* rause the original error from PyImport_ImportModuleEx */
* reuse the original error from PyImport_ImportModuleEx */
PyErr_Restore(exception, err, tb);
}
return newmodule;

@ -152,7 +152,7 @@ PyObject *BPy_IDGroup_WrapData(ID *id, IDProperty *prop, IDProperty *parent)
}
}
#if 0 /* UNUSED, currenly assignment overwrites into new properties, rather than setting in-place */
#if 0 /* UNUSED, currently assignment overwrites into new properties, rather than setting in-place */
static int BPy_IDGroup_SetData(BPy_IDProperty *self, IDProperty *prop, PyObject *value)
{
switch (prop->type) {

@ -229,7 +229,7 @@ PyObject *PyC_Object_GetAttrStringArgs(PyObject *o, Py_ssize_t n, ...)
/* similar to PyErr_Format(),
*
* implementation - we cant actually preprend the existing exception,
* because it could have _any_ argiments given to it, so instead we get its
* because it could have _any_ arguments given to it, so instead we get its
* __str__ output and raise our own exception including it.
*/
PyObject *PyC_Err_Format_Prefix(PyObject *exception_type_prefix, const char *format, ...)

@ -232,7 +232,7 @@ static PyObject *pyop_call(PyObject *UNUSED(self), PyObject *args)
#ifdef BPY_RELEASE_GIL
/* release GIL, since a thread could be started from an operator
* that updates a driver */
/* note: I havve not seen any examples of code that does this
/* note: I have not seen any examples of code that does this
* so it may not be officially supported but seems to work ok. */
{
PyThreadState *ts = PyEval_SaveThread();

@ -307,7 +307,7 @@ static int py_long_as_int(PyObject *py_long, int *r_int)
} (void)0
/* terse macros for error checks shared between all funcs cant use function
* calls because of static strins passed to pyrna_set_to_enum_bitfield */
* calls because of static strings passed to pyrna_set_to_enum_bitfield */
#define BPY_PROPDEF_CHECK(_func, _property_flag_items) \
if (id_len >= MAX_IDPROP_NAME) { \
PyErr_Format(PyExc_TypeError, \

@ -7000,7 +7000,7 @@ static int bpy_class_call(bContext *C, PointerRNA *ptr, FunctionRNA *func, Param
Py_INCREF(py_class_instance);
#endif
/*
* This would work fine but means __init__ functions wouldnt run.
* This would work fine but means __init__ functions wouldn't run.
* none of blenders default scripts use __init__ but its nice to call it
* for general correctness. just to note why this is here when it could be safely removed.
*/

@ -342,7 +342,7 @@ static char *copy_values(PyObject *seq, PointerRNA *ptr, PropertyRNA *prop,
/* Regarding PySequence_GetItem() failing.
*
* This should never be NULL since we validated it, _but_ some triky python
* This should never be NULL since we validated it, _but_ some tricky python
* developer could write their own sequence type which succeeds on
* validating but fails later somehow, so include checks for safety.
*/

@ -147,7 +147,7 @@ static PyObject *Color_str(ColorObject *self)
}
//------------------------tp_richcmpr
//returns -1 execption, 0 false, 1 true
//returns -1 exception, 0 false, 1 true
static PyObject *Color_richcmpr(PyObject *a, PyObject *b, int op)
{
PyObject *res;

@ -2443,7 +2443,7 @@ PyObject *Matrix_CreatePyObject_cb(PyObject *cb_user,
/* ----------------------------------------------------------------------------
* special type for alaternate access */
* special type for alternate access */
typedef struct {
PyObject_HEAD /* required python macro */

@ -1864,7 +1864,7 @@ static double vec_magnitude_nosqrt(float *data, int size)
/*------------------------tp_richcmpr
* returns -1 execption, 0 false, 1 true */
* returns -1 exception, 0 false, 1 true */
static PyObject *Vector_richcmpr(PyObject *objectA, PyObject *objectB, int comparison_type)
{
VectorObject *vecA = NULL, *vecB = NULL;
@ -2908,7 +2908,7 @@ PyObject *Vector_CreatePyObject(float *vec, const int size, const int type, PyTy
}
else { /* new empty */
fill_vn_fl(self->vec, size, 0.0f);
if (size == 4) { /* do the homogenous thing */
if (size == 4) { /* do the homogeneous thing */
self->vec[3] = 1.0f;
}
}

@ -400,13 +400,13 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
qtexport->audioInputFormat.mFormatFlags |= kLinearPCMFormatFlagIsPacked;
/*Ouput format*/
/*Output format*/
qtexport->audioOutputFormat.mFormatID = rd->qtcodecsettings.audiocodecType;
//TODO: set audio channels
qtexport->audioOutputFormat.mChannelsPerFrame = 2;
qtexport->audioOutputFormat.mSampleRate = rd->qtcodecsettings.audioSampleRate;
/* Default value for compressed formats, overriden after if not the case */
/* Default value for compressed formats, overridden after if not the case */
qtexport->audioOutputFormat.mFramesPerPacket = 0;
qtexport->audioOutputFormat.mBytesPerFrame = 0;
qtexport->audioOutputFormat.mBytesPerPacket = 0;

@ -85,7 +85,7 @@ int anim_is_quicktime (const char *name)
if( BLI_testextensie(name, ".swf") ||
BLI_testextensie(name, ".txt") ||
BLI_testextensie(name, ".mpg") ||
BLI_testextensie(name, ".avi") || // wouldnt be appropriate ;)
BLI_testextensie(name, ".avi") || // wouldn't be appropriate ;)
BLI_testextensie(name, ".mov") || // disabled, suboptimal decoding speed
BLI_testextensie(name, ".mp4") || // disabled, suboptimal decoding speed
BLI_testextensie(name, ".m4v") || // disabled, suboptimal decoding speed

@ -195,7 +195,7 @@ int anim_is_quicktime(const char *name)
if (BLI_testextensie(name, ".swf") ||
BLI_testextensie(name, ".txt") ||
BLI_testextensie(name, ".mpg") ||
BLI_testextensie(name, ".avi") || /* wouldnt be appropriate ;) */
BLI_testextensie(name, ".avi") || /* wouldn't be appropriate ;) */
BLI_testextensie(name, ".tga") ||
BLI_testextensie(name, ".png") ||
BLI_testextensie(name, ".bmp") ||

@ -46,7 +46,7 @@ struct StrandShadeCache;
void fillrect(int *rect, int x, int y, int val);
/**
* Converts a world coordinate into a homogenous coordinate in view
* Converts a world coordinate into a homogeneous coordinate in view
* coordinates.
*/
void projectvert(const float v1[3], float winmat[][4], float adr[4]);
@ -95,7 +95,7 @@ typedef struct ZSpan {
float zmulx, zmuly, zofsx, zofsy; /* transform from hoco to zbuf co */
int *rectz, *arectz; /* zbuffers, arectz is for transparant */
int *rectz, *arectz; /* zbuffers, arectz is for transparent */
int *rectz1; /* seconday z buffer for shadowbuffer (2nd closest z) */
int *rectp; /* polygon index buffer */
int *recto; /* object buffer */

@ -421,7 +421,7 @@ struct VBVH_optimalPackSIMD {
}
}
//Save the ways to archieve the minimum cost with a given cutsize
/* Save the ways to archive the minimum cost with a given cutsize */
for (int i = nchilds; i <= MAX_CUT_SIZE; i++) {
node->cut_cost[i - 1] = cost[nchilds][i];
if (cost[nchilds][i] < INFINITY) {

@ -3391,7 +3391,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
ma= give_render_material(re, ob, a1+1);
/* test for 100% transparant */
/* test for 100% transparent */
ok= 1;
if (ma->alpha==0.0f && ma->spectra==0.0f && ma->filter==0.0f && (ma->mode & MA_TRANSP) && (ma->mode & MA_RAYMIRROR)==0) {
ok= 0;
@ -5495,7 +5495,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
camco[1] = dot_v3v3(imat[1], fsvec);
camco[2] = dot_v3v3(imat[2], fsvec);
/* get homogenous coordinates */
/* get homogeneous coordinates */
projectvert(camco, winmat, hoco);
projectvert(ver->co, winmat, ho);

@ -539,7 +539,7 @@ static void boxsample(ImBuf *ibuf, float minx, float miny, float maxx, float max
*/
/* note: actually minx etc isn't in the proper range... this due to filter size and offset vectors for bump */
/* note: talpha must be initialized */
/* note: even when 'imaprepeat' is set, this can only repeate once in any direction.
/* note: even when 'imaprepeat' is set, this can only repeat once in any direction.
* the point which min/max is derived from is assumed to be wrapped */
TexResult texr;
rctf *rf, stack[8];

@ -1043,7 +1043,7 @@ static void QMC_initPixel(QMCSampler *qsa, int thread)
}
else { /* SAMP_TYPE_HALTON */
/* generate a new randomised halton sequence per pixel
/* generate a new randomized halton sequence per pixel
* to alleviate qmc artifacts and make it reproducible
* between threads/frames */
double ht_invprimes[2], ht_nums[2];

@ -2985,7 +2985,7 @@ void do_sky_tex(const float rco[3], float lo[3], const float dxyview[2], float h
}
else {
/* this value has no angle, the vector is directly along the view.
* avoide divide by zero and use a dummy value. */
* avoid divide by zero and use a dummy value. */
tempvec[0]= 1.0f;
tempvec[1]= 0.0;
tempvec[2]= 0.0;

@ -49,7 +49,7 @@
* - If the entry has no block allocated for it yet, memory is
* allocated.
*
* The pointer to the correct entry is returned. Memory is guarateed
* The pointer to the correct entry is returned. Memory is guaranteed
* to exist (as long as the malloc does not break). Since guarded
* allocation is used, memory _must_ be available. Otherwise, an
* exit(0) would occur.

@ -360,7 +360,7 @@ static void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3])
* rayf, Rayleigh scattering factor, this factor currently call with 1.0
* inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light
* extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction
* disf, is distance factor, multiplyed to pixle's z value to compute each pixle's distance to camera,
* disf, is distance factor, multiplied to pixle's z value to compute each pixle's distance to camera,
* */
void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf,
float inscattf, float extincf, float disf)

@ -415,7 +415,7 @@ static void vol_get_transmittance_seg(ShadeInput *shi, float tr[3], float stepsi
vol_get_sigma_t(shi, sigma_t, co);
/* homogenous volume within the sampled distance */
/* homogeneous volume within the sampled distance */
tau[0] += stepd * sigma_t[0];
tau[1] += stepd * sigma_t[1];
tau[2] += stepd * sigma_t[2];

@ -1626,7 +1626,7 @@ static void clippyra(float *labda, float *v1, float *v2, int *b2, int *b3, int a
v13= clipcrop*v1[3];
}
/* according the original article by Liang&Barsky, for clipping of
* homogenous coordinates with viewplane, the value of "0" is used instead of "-w" .
* homogeneous coordinates with viewplane, the value of "0" is used instead of "-w" .
* This differs from the other clipping cases (like left or top) and I considered
* it to be not so 'homogenic'. But later it has proven to be an error,
* who would have thought that of L&B!

@ -628,7 +628,7 @@ int WM_operator_call(bContext *C, wmOperator *op)
/* this is intended to be used when an invoke operator wants to call exec on its self
* and is basically like running op->type->exec() directly, no poll checks no freeing,
* since we assume whoever called invokle will take care of that */
* since we assume whoever called invoke will take care of that */
int WM_operator_call_notest(bContext *C, wmOperator *op)
{
return wm_operator_exec_notest(C, op);

@ -65,7 +65,7 @@ class SCA_KeyboardSensor : public SCA_ISensor
STR_String m_targetprop;
/**
* The property that indicates whether or not to log text when in
* loggin mode. If the property equals 0, no loggin is done. For
* logging mode. If the property equals 0, no logging is done. For
* all other values, logging is active. Logging can only become
* active if there is a property to log to. Logging is independent
* from hotkey settings. */