from Luca's recent commit noticed there are more typo's: lenght -> length

This commit is contained in:
Campbell Barton 2010-07-25 01:45:53 +00:00
parent 9d97123f90
commit 885bbe6999
10 changed files with 11 additions and 11 deletions

@ -63,7 +63,7 @@
extern "C" {
#endif
/** Returns the lenght of the allocated memory segment pointed at
/** Returns the length of the allocated memory segment pointed at
* by vmemh. If the pointer was not previously allocated by this
* module, the result is undefined.*/
size_t MEM_allocN_len(void *vmemh);

@ -58,7 +58,7 @@ struct BME_Loop;
-Remove the eflags completely, they are mostly not used
-Remove the selection/vis/bevel weight flag/values ect and move them to custom data
-Remove EID member and move to custom data
-Add a radial cycle length, disk cycle length and loop cycle lenght attributes to custom data and have eulers maintain/use them if present.
-Add a radial cycle length, disk cycle length and loop cycle length attributes to custom data and have eulers maintain/use them if present.
-Move data such as vertex coordinates/normals to custom data and leave pointers in structures to active layer data.
-Remove BME_CycleNode structure?
*/

@ -827,7 +827,7 @@ static void makeGammaTables(float gamma)
/* The end of the table should match 1.0 carefully. In order to avoid */
/* rounding errors, we just set this explicitly. The last segment may */
/* have a different lenght than the other segments, but our */
/* have a different length than the other segments, but our */
/* interpolation is insensitive to that. */
color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;

@ -3226,7 +3226,7 @@ static void get_scalar_from_vertexgroup(Object *ob, int vertID, short groupindex
}
/* Resetting a Mesh SB object's springs */
/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
/* Spring length are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
static void springs_from_mesh(Object *ob)
{
SoftBody *sb;
@ -3362,7 +3362,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
add_2nd_order_springs(ob,sb->secondspring); /* exploits the the first run of build_bps_springlist(ob);*/
build_bps_springlist(ob); /* yes we need to do it again*/
}
springs_from_mesh(ob); /* write the 'rest'-lenght of the springs */
springs_from_mesh(ob); /* write the 'rest'-length of the springs */
if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
}

@ -1225,7 +1225,7 @@ static int point_in_slice_as(float p[3],float origin[3],float normal[3])
return 1;
}
/*mama (knowing the squared lenght of the normal)*/
/*mama (knowing the squared length of the normal)*/
static int point_in_slice_m(float p[3],float origin[3],float normal[3],float lns)
{
float h,rp[3];

@ -110,7 +110,7 @@ DONE:
- pointer conversion (32-64 bits)
IMPORTANT:
- do not use #defines in structs for array lenghts, this cannot be read by the dna functions
- do not use #defines in structs for array lengths, this cannot be read by the dna functions
- do not use uint, but unsigned int instead, ushort and ulong are allowed
- 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, dependant at the cpu architecture

@ -203,7 +203,7 @@ static int calculate_structlens(int);
void dna_write(FILE *file, void *pntr, int size);
/**
* Report all structures found so far, and print their lenghts.
* Report all structures found so far, and print their lengths.
*/
void printStructLenghts(void);

@ -117,7 +117,7 @@ void makeGammaTables(float gamma)
/* The end of the table should match 1.0 carefully. In order to avoid */
/* rounding errors, we just set this explicitly. The last segment may */
/* have a different lenght than the other segments, but our */
/* have a different length than the other segments, but our */
/* interpolation is insensitive to that. */
color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;

@ -51,7 +51,7 @@ class KX_Camera : public KX_GameObject
Py_Header;
protected:
friend class KX_Scene;
/** Camera parameters (clips distances, focal lenght). These
/** Camera parameters (clips distances, focal length). These
* params are closely tied to Blender. In the gameengine, only the
* projection and modelview matrices are relevant. There's a
* conversion being done in the engine class. Why is it stored

@ -754,7 +754,7 @@ So I came out with this formula:
verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
Therefore we have the lenght in radians of the dome/sphere over the horizon.
Therefore we have the length in radians of the dome/sphere over the horizon.
Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
*/