From 58a2b2dd7e733766514e207bb876ad2c3391b107 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 2 Aug 2019 12:00:07 +1000 Subject: [PATCH] Cleanup: spelling --- intern/cycles/blender/blender_session.cpp | 2 +- source/blender/blenkernel/intern/anim_sys.c | 2 +- source/blender/blenkernel/intern/mesh_convert.c | 10 +++++----- source/blender/blenkernel/intern/rigidbody.c | 2 +- source/blender/collada/AnimationExporter.cpp | 2 +- source/blender/collada/AnimationImporter.cpp | 2 +- source/blender/compositor/intern/COM_ExecutionGroup.h | 4 ++-- source/blender/compositor/intern/COM_ExecutionSystem.h | 2 +- .../compositor/operations/COM_BokehImageOperation.h | 2 +- source/blender/editors/sound/sound_ops.c | 2 +- source/blender/modifiers/intern/MOD_laplaciandeform.c | 2 +- source/blender/modifiers/intern/MOD_screw.c | 2 +- 12 files changed, 17 insertions(+), 17 deletions(-) diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp index dcbb101b01d..d38a97dc4ea 100644 --- a/intern/cycles/blender/blender_session.cpp +++ b/intern/cycles/blender/blender_session.cpp @@ -527,7 +527,7 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_) builtin_images_load(); /* Attempt to free all data which is held by Blender side, since at this - * point we knwo that we've got everything to render current view layer. + * point we know that we've got everything to render current view layer. */ /* At the moment we only free if we are not doing multi-view * (or if we are rendering the last view). See T58142/D4239 for discussion. diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c index 26a2018f015..1a34c5376f6 100644 --- a/source/blender/blenkernel/intern/anim_sys.c +++ b/source/blender/blenkernel/intern/anim_sys.c @@ -3940,7 +3940,7 @@ void BKE_animsys_evaluate_all_animation(Main *main, * - this is like EVAL_ANIM_IDS, but this handles the case "embedded nodetrees" * (i.e. scene/material/texture->nodetree) which we need a special exception * for, otherwise they'd get skipped - * - ntp = "node tree parent" = data-block where node tree stuff resides + * - 'ntp' stands for "node tree parent" = data-block where node tree stuff resides */ #define EVAL_ANIM_NODETREE_IDS(first, NtId_Type, aflag) \ for (id = first; id; id = id->next) { \ diff --git a/source/blender/blenkernel/intern/mesh_convert.c b/source/blender/blenkernel/intern/mesh_convert.c index fec83ebc899..ae9cf874676 100644 --- a/source/blender/blenkernel/intern/mesh_convert.c +++ b/source/blender/blenkernel/intern/mesh_convert.c @@ -1233,14 +1233,14 @@ Mesh *BKE_mesh_new_from_object_to_bmain(Main *bmain, BKE_library_foreach_ID_link( NULL, &mesh->id, foreach_libblock_make_original_callback, NULL, IDWALK_NOP); - /* Append the mesh to bmain. - * We do it a bit longer way since there is no simple and clear way of adding existing datablock - * to the bmain. So we allocate new empty mesh in the bmain (which guarantess all the naming and - * orders and flags) and move the temporary mesh in place there. */ + /* Append the mesh to 'bmain'. + * We do it a bit longer way since there is no simple and clear way of adding existing data-block + * to the 'bmain'. So we allocate new empty mesh in the 'bmain' (which guarantees all the naming + * and orders and flags) and move the temporary mesh in place there. */ Mesh *mesh_in_bmain = BKE_mesh_add(bmain, mesh->id.name + 2); /* NOTE: BKE_mesh_nomain_to_mesh() does not copy materials and instead it preserves them in the - * destinaion mesh. So we "steal" all related fields before calling it. + * destination mesh. So we "steal" all related fields before calling it. * * TODO(sergey): We really better have a function which gets and ID and accepts it for the bmain. */ diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c index c9b18dfc7e6..ec73406c14c 100644 --- a/source/blender/blenkernel/intern/rigidbody.c +++ b/source/blender/blenkernel/intern/rigidbody.c @@ -1607,7 +1607,7 @@ static void rigidbody_update_sim_ob( /* create dummy 'point' which represents last known position of object as result of sim */ /* XXX: this can create some inaccuracies with sim position, - * but is probably better than using unsimulated vals? */ + * but is probably better than using un-simulated values? */ RB_body_get_position(rbo->shared->physics_object, eff_loc); RB_body_get_linear_velocity(rbo->shared->physics_object, eff_vel); diff --git a/source/blender/collada/AnimationExporter.cpp b/source/blender/collada/AnimationExporter.cpp index a2c629bd0f1..a15c215d2e2 100644 --- a/source/blender/collada/AnimationExporter.cpp +++ b/source/blender/collada/AnimationExporter.cpp @@ -336,7 +336,7 @@ void AnimationExporter::export_curve_animation(Object *ob, BCAnimationCurve &cur /* * Some curves can not be exported as is and need some conversion - * For more information see implementation oif get_modified_export_curve() + * For more information see implementation of get_modified_export_curve() * note: if mcurve is not NULL then it must be deleted at end of this method; */ diff --git a/source/blender/collada/AnimationImporter.cpp b/source/blender/collada/AnimationImporter.cpp index 3bdc11291d5..54177560eb5 100644 --- a/source/blender/collada/AnimationImporter.cpp +++ b/source/blender/collada/AnimationImporter.cpp @@ -966,7 +966,7 @@ void AnimationImporter::apply_matrix_curves(Object *ob, } /* - * This function returns the aspet ration from the Collada camera. + * This function returns the aspect ration from the Collada camera. * * Note:COLLADA allows to specify either XFov, or YFov alone. * In that case the aspect ratio can be determined from diff --git a/source/blender/compositor/intern/COM_ExecutionGroup.h b/source/blender/compositor/intern/COM_ExecutionGroup.h index 41ae6f1c5b2..89464030cac 100644 --- a/source/blender/compositor/intern/COM_ExecutionGroup.h +++ b/source/blender/compositor/intern/COM_ExecutionGroup.h @@ -195,7 +195,7 @@ class ExecutionGroup { /** * \brief Determine the rect (minx, maxx, miny, maxy) of a chunk at a position. - * \note Only gives useful results ater the determination of the chunksize + * \note Only gives useful results after the determination of the chunksize * \see determineChunkSize() */ void determineChunkRect(rcti *rect, const unsigned int xChunk, const unsigned int yChunk) const; @@ -406,7 +406,7 @@ class ExecutionGroup { /** * \brief Determine the rect (minx, maxx, miny, maxy) of a chunk. - * \note Only gives useful results ater the determination of the chunksize + * \note Only gives useful results after the determination of the chunksize * \see determineChunkSize() */ void determineChunkRect(rcti *rect, const unsigned int chunkNumber) const; diff --git a/source/blender/compositor/intern/COM_ExecutionSystem.h b/source/blender/compositor/intern/COM_ExecutionSystem.h index 009b1fb28cd..1977a31b15b 100644 --- a/source/blender/compositor/intern/COM_ExecutionSystem.h +++ b/source/blender/compositor/intern/COM_ExecutionSystem.h @@ -33,7 +33,7 @@ class ExecutionGroup; * 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 + * \section EM_Step1 Step 1: translating blender node system to the new compositor 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. during this step the * blender node_tree is evaluated and converted to a CPP node system. diff --git a/source/blender/compositor/operations/COM_BokehImageOperation.h b/source/blender/compositor/operations/COM_BokehImageOperation.h index 2bb3e5bc1ab..e907559d6e7 100644 --- a/source/blender/compositor/operations/COM_BokehImageOperation.h +++ b/source/blender/compositor/operations/COM_BokehImageOperation.h @@ -85,7 +85,7 @@ class BokehImageOperation : public NodeOperation { bool m_deleteData; /** - * \brief determine the coordinate of a flap cornder + * \brief determine the coordinate of a flap corner. * * \param r: result in bokehimage space are stored [x,y] * \param flapNumber: the flap number to calculate diff --git a/source/blender/editors/sound/sound_ops.c b/source/blender/editors/sound/sound_ops.c index 10d38055085..51231ccf634 100644 --- a/source/blender/editors/sound/sound_ops.c +++ b/source/blender/editors/sound/sound_ops.c @@ -305,7 +305,7 @@ static int sound_bake_animation_exec(bContext *C, wmOperator *UNUSED(op)) { Main *bmain = CTX_data_main(C); Scene *scene = CTX_data_scene(C); - /* NOTE: We will be forefully evaluating dependency graph at every frame, so no need to ensure + /* NOTE: We will be forcefully evaluating dependency graph at every frame, so no need to ensure * current scene state is evaluated as it will be lost anyway. */ struct Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C); int oldfra = scene->r.cfra; diff --git a/source/blender/modifiers/intern/MOD_laplaciandeform.c b/source/blender/modifiers/intern/MOD_laplaciandeform.c index abb4c5cae32..c9e0171c9f2 100644 --- a/source/blender/modifiers/intern/MOD_laplaciandeform.c +++ b/source/blender/modifiers/intern/MOD_laplaciandeform.c @@ -233,7 +233,7 @@ static void createVertRingMap(const int mvert_tot, * * This Laplacian Matrix is described in the paper: * Desbrun M. et.al, Implicit fairing of irregular meshes using diffusion and curvature flow, - * SIGGRAPH '99, pag 317-324, New York, USA + * SIGGRAPH '99, page 317-324, New York, USA * * The computation of Laplace Beltrami operator on Hybrid Triangle/Quad Meshes is described in the * paper: Pinzon A., Romero E., Shape Inflation With an Adapted Laplacian Operator For diff --git a/source/blender/modifiers/intern/MOD_screw.c b/source/blender/modifiers/intern/MOD_screw.c index 64f5f14eaa8..ac47422fe2f 100644 --- a/source/blender/modifiers/intern/MOD_screw.c +++ b/source/blender/modifiers/intern/MOD_screw.c @@ -491,7 +491,7 @@ static Mesh *applyModifier(ModifierData *md, const ModifierEvalContext *ctx, Mes * extra space by abusing the vert array before its filled with new verts. * The new array for vert_connect must be at least sizeof(ScrewVertConnect) * totvert * and the size of our resulting meshes array is sizeof(MVert) * totvert * 3 - * so its safe to use the second 2 thrids of MVert the array for vert_connect, + * so its safe to use the second 2 thirds of MVert the array for vert_connect, * just make sure ScrewVertConnect struct is no more than twice as big as MVert, * at the moment there is no chance of that being a problem, * unless MVert becomes half its current size.