Cleanup: spelling

This commit is contained in:
Campbell Barton 2019-08-02 12:00:07 +10:00
parent 9be956c326
commit 58a2b2dd7e
12 changed files with 17 additions and 17 deletions

@ -527,7 +527,7 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
builtin_images_load(); builtin_images_load();
/* Attempt to free all data which is held by Blender side, since at this /* 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 /* 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. * (or if we are rendering the last view). See T58142/D4239 for discussion.

@ -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" * - 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 * (i.e. scene/material/texture->nodetree) which we need a special exception
* for, otherwise they'd get skipped * 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) \ #define EVAL_ANIM_NODETREE_IDS(first, NtId_Type, aflag) \
for (id = first; id; id = id->next) { \ for (id = first; id; id = id->next) { \

@ -1233,14 +1233,14 @@ Mesh *BKE_mesh_new_from_object_to_bmain(Main *bmain,
BKE_library_foreach_ID_link( BKE_library_foreach_ID_link(
NULL, &mesh->id, foreach_libblock_make_original_callback, NULL, IDWALK_NOP); NULL, &mesh->id, foreach_libblock_make_original_callback, NULL, IDWALK_NOP);
/* Append the mesh to bmain. /* Append the mesh to 'bmain'.
* We do it a bit longer way since there is no simple and clear way of adding existing datablock * 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 guarantess all the naming and * to the 'bmain'. So we allocate new empty mesh in the 'bmain' (which guarantees all the naming
* orders and flags) and move the temporary mesh in place there. */ * and orders and flags) and move the temporary mesh in place there. */
Mesh *mesh_in_bmain = BKE_mesh_add(bmain, mesh->id.name + 2); 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 /* 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. * TODO(sergey): We really better have a function which gets and ID and accepts it for the bmain.
*/ */

@ -1607,7 +1607,7 @@ static void rigidbody_update_sim_ob(
/* create dummy 'point' which represents last known position of object as result of sim */ /* create dummy 'point' which represents last known position of object as result of sim */
/* XXX: this can create some inaccuracies with sim position, /* 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_position(rbo->shared->physics_object, eff_loc);
RB_body_get_linear_velocity(rbo->shared->physics_object, eff_vel); RB_body_get_linear_velocity(rbo->shared->physics_object, eff_vel);

@ -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 * 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; * note: if mcurve is not NULL then it must be deleted at end of this method;
*/ */

@ -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. * Note:COLLADA allows to specify either XFov, or YFov alone.
* In that case the aspect ratio can be determined from * In that case the aspect ratio can be determined from

@ -195,7 +195,7 @@ class ExecutionGroup {
/** /**
* \brief Determine the rect (minx, maxx, miny, maxy) of a chunk at a position. * \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() * \see determineChunkSize()
*/ */
void determineChunkRect(rcti *rect, const unsigned int xChunk, const unsigned int yChunk) const; 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. * \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() * \see determineChunkSize()
*/ */
void determineChunkRect(rcti *rect, const unsigned int chunkNumber) const; void determineChunkRect(rcti *rect, const unsigned int chunkNumber) const;

@ -33,7 +33,7 @@ class ExecutionGroup;
* In order to get to an efficient model for execution, several steps are being done. these steps * In order to get to an efficient model for execution, several steps are being done. these steps
* are explained below. * 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 * 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 * 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. * blender node_tree is evaluated and converted to a CPP node system.

@ -85,7 +85,7 @@ class BokehImageOperation : public NodeOperation {
bool m_deleteData; 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 r: result in bokehimage space are stored [x,y]
* \param flapNumber: the flap number to calculate * \param flapNumber: the flap number to calculate

@ -305,7 +305,7 @@ static int sound_bake_animation_exec(bContext *C, wmOperator *UNUSED(op))
{ {
Main *bmain = CTX_data_main(C); Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(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. */ * current scene state is evaluated as it will be lost anyway. */
struct Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C); struct Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
int oldfra = scene->r.cfra; int oldfra = scene->r.cfra;

@ -233,7 +233,7 @@ static void createVertRingMap(const int mvert_tot,
* *
* This Laplacian Matrix is described in the paper: * This Laplacian Matrix is described in the paper:
* Desbrun M. et.al, Implicit fairing of irregular meshes using diffusion and curvature flow, * 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 * 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 * paper: Pinzon A., Romero E., Shape Inflation With an Adapted Laplacian Operator For

@ -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. * 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 * 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 * 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, * 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, * at the moment there is no chance of that being a problem,
* unless MVert becomes half its current size. * unless MVert becomes half its current size.