Cleanup: spelling

This commit is contained in:
Campbell Barton 2019-09-19 13:18:52 +10:00
parent 741d7d60ed
commit d8a7e5ee32
19 changed files with 36 additions and 35 deletions

@ -483,11 +483,11 @@ static bool set_attribute_float3(float3 f, TypeDesc type, bool derivatives, void
return set_attribute_float3(fv, type, derivatives, val);
}
/* Attributes with the TypeRGBA type descriptor should be retrived and stored
/* Attributes with the TypeRGBA type descriptor should be retrieved and stored
* in a float array of size 4 (e.g. node_vertex_color.osl), this array have
* a type descriptor TypeFloatArray4. If the storage is not a TypeFloatArray4,
* we either store the first three components in a vector, store the average of
* the components in a float, or fail the retrival and do nothing. We allow
* the components in a float, or fail the retrieval and do nothing. We allow
* this for the correct operation of the Attribute node.
*/

@ -313,7 +313,7 @@ ccl_device_inline ssef bi_mix(ssef p, ssef f)
* (s2, s3) is generated by moving v2 and v3 to the first and second
* places of the ssef using the shuffle mask <2, 3, 2, 3>. The third and
* fourth values are unused.
* 3. Interplate g0 and g1 along the z axis to get the final value.
* 3. Interpolate g0 and g1 along the z axis to get the final value.
* g1 is generated by populating an ssef with the second value of g.
* Only the first value is important in the final ssef.
*

@ -1476,7 +1476,7 @@ void BKE_libblock_copy_ex(Main *bmain, const ID *id, ID **r_newid, const int ori
/* the duplicate should get a copy of the animdata */
if ((flag & LIB_ID_COPY_NO_ANIMDATA) == 0) {
/* Note that even though horrors like root nodetrees are not in bmain, the actions they use
* in their anim data *are* in bmain... super-mega-hurra. */
* in their anim data *are* in bmain... super-mega-hooray. */
int animdata_flag = orig_flag;
BLI_assert((animdata_flag & LIB_ID_COPY_ACTIONS) == 0 ||
(animdata_flag & LIB_ID_CREATE_NO_MAIN) == 0);

@ -21,17 +21,17 @@
* \ingroup bli
*
* These classes offer a convenient way to work with continuous chunks of memory of a certain type.
* We differentiate ArrayRef and MutableArrayRef. The elements in the former are const while the
* We differentiate #ArrayRef and #MutableArrayRef. The elements in the former are const while the
* elements in the other are not.
*
* Passing array references as parameters has multiple benefits:
* - Less templates are used because the function does not have to work with different
* container types.
* - It encourages an Struct-of-Arrays data layout which is often benefitial when
* - It encourages an Struct-of-Arrays data layout which is often beneficial when
* writing high performance code. Also it makes it easier to reuse code.
* - Array references offer convenient ways of slicing and other operations.
*
* The instances of ArrayRef and MutableArrayRef are very small and should be passed by value.
* The instances of #ArrayRef and #MutableArrayRef are very small and should be passed by value.
* Since array references do not own any memory, it is generally not save to store them.
*/
@ -202,7 +202,7 @@ template<typename T> class ArrayRef {
/**
* Does a linear search to count how often the value is in the array.
* Returns the number of occurences.
* Returns the number of occurrences.
*/
uint count(const T &value) const
{
@ -226,7 +226,7 @@ template<typename T> class ArrayRef {
}
/**
* Return a reference to the last elemeent in the array.
* Return a reference to the last element in the array.
* Asserts that the array is not empty.
*/
const T &last() const
@ -363,7 +363,7 @@ template<typename T> class MutableArrayRef {
/**
* Return a continuous part of the array.
* Aserts that the slice stays in the array bounds.
* Asserts that the slice stays in the array bounds.
*/
MutableArrayRef slice(uint start, uint length) const
{

@ -770,7 +770,7 @@ int BLI_delete(const char *file, bool dir, bool recursive)
}
/**
* Do the two paths denote the same filesystem object?
* Do the two paths denote the same file-system object?
*/
static bool check_the_same(const char *path_a, const char *path_b)
{

@ -1092,12 +1092,13 @@ static void update_voronoi_node_crackle(bNodeTree *ntree)
}
}
/* The coloring property of the Voronoi node was removed. Previously,
/**
* The coloring property of the Voronoi node was removed. Previously,
* if the coloring enum was set to Intensity (0), the voronoi distance
* was returned in all outputs, otherwise, the Cell ID was returned.
* Since we remapped the Fac output in update_voronoi_node_fac_output,
* then to fix this, we relink the Color output to the Distance
* output if coloring was set to 0, and the otherway around otherwise.
* output if coloring was set to 0, and the other way around otherwise.
*/
static void update_voronoi_node_coloring(bNodeTree *ntree)
{

@ -163,7 +163,7 @@ void EEVEE_shadows_caster_material_add(EEVEE_ViewLayerData *sldata,
return;
}
/* Grrr needed for correctness but not 99% of the time not needed.
/* Unfortunately needed for correctness but not 99% of the time not needed.
* TODO detect when needed? */
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);

@ -356,7 +356,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
/* We sample the shadowmaps using normal sampler. We need to disable Comparison mode.
/* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
* TODO(fclem) avoid this by using sampler objects.*/
GPU_texture_bind(sldata->shadow_cube_pool, 0);
GPU_texture_compare_mode(sldata->shadow_cube_pool, false);

@ -632,7 +632,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
int tex_transmit = GPU_texture_opengl_bindcode(txl->volume_transmit_history);
/* TODO(fclem) Encapsulate these GL calls into DRWManager. */
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
/* Subtility here! we need to tell the GL that the texture is layered (GL_TRUE)
/* Subtlety here! we need to tell the GL that the texture is layered (GL_TRUE)
* in order to bind the full 3D texture and not just a 2D slice. */
glBindImageTexture(0, tex_scatter, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
glBindImageTexture(1, tex_transmit, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);

@ -63,10 +63,10 @@ short select_id_get_object_select_mode(Scene *scene, Object *ob)
{
short r_select_mode = 0;
if (ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT | OB_MODE_TEXTURE_PAINT)) {
/* In order to sample flat colors for vertex weights / texturepaint / vertexpaint
/* In order to sample flat colors for vertex weights / texture-paint / vertex-paint
* we need to be in SCE_SELECT_FACE mode so select_cache_init() correctly sets up
* a shgroup with select_id_flat.
* Note this is not working correctly for vertexpaint (yet), but has been discussed
* Note this is not working correctly for vertex-paint (yet), but has been discussed
* in T66645 and there is a solution by @mano-wii in P1032.
* So OB_MODE_VERTEX_PAINT is already included here [required for P1032 I guess]. */
Mesh *me_orig = DEG_get_original_object(ob)->data;

@ -120,8 +120,8 @@ typedef struct DRWCullingState {
* 9 bits for resource id inside the chunk. (can go up to 511)
* |-|----------------------|---------|
*
* Use manual bitsift and mask instead of bitfields to avoid
* compiler dependant behavior that would mess the ordering of
* Use manual bit-shift and mask instead of bit-fields to avoid
* compiler dependent behavior that would mess the ordering of
* the members thus changing the sorting order.
*/
typedef uint32_t DRWResourceHandle;

@ -55,9 +55,9 @@
static void draw_call_sort(DRWCommand *array, DRWCommand *array_tmp, int array_len)
{
/* Count unique batches. Tt's not really important if
* there is colisions. If there is a lot of different batches,
* the sorting benefit will be negligeable. So at least
* sort fast! */
* there is collisions. If there is a lot of different batches,
* the sorting benefit will be negligible.
* So at least sort fast! */
uchar idx[128] = {0};
/* Shift by 6 positions knowing each GPUBatch is > 64 bytes */
#define KEY(a) ((((size_t)((a).draw.batch)) >> 6) % ARRAY_SIZE(idx))

@ -3674,7 +3674,7 @@ void uiTemplateWaveform(uiLayout *layout, PointerRNA *ptr, const char *propname)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Vectorscope Template
/** \name Vector-Scope Template
* \{ */
void uiTemplateVectorscope(uiLayout *layout, PointerRNA *ptr, const char *propname)

@ -1263,7 +1263,7 @@ void UI_view2d_view_restore(const bContext *C)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Gridline Drawing
/** \name Grid-Line Drawing
* \{ */
/* Draw a constant grid in given 2d-region */

@ -8430,9 +8430,9 @@ static int sculpt_mask_filter_exec(bContext *C, wmOperator *op)
int iterations = RNA_int_get(op->ptr, "iterations");
/* Auto iteration count calculates the number of iteration based on the vertices of the mesh to
* avoid adding an unnecesary ammount of undo steps when using the operator from a shortcut. One
* iteration per 50000 vertices in the mesh should be fine in most cases. Maybe we want this to
* be configurable */
* avoid adding an unnecessary amount of undo steps when using the operator from a shortcut.
* One iteration per 50000 vertices in the mesh should be fine in most cases.
* Maybe we want this to be configurable. */
if (RNA_boolean_get(op->ptr, "auto_iteration_count")) {
iterations = (int)(num_verts / 50000.0f) + 1;
}

@ -621,10 +621,10 @@ void flushTransGraphData(TransInfo *t)
float inv_unit_scale = 1.0f / tdg->unit_scale;
/* handle snapping for time values
* - we should still be in NLA-mapping timespace
* - only apply to keyframes (but never to handles)
* - don't do this when canceling, or else these changes won't go away
/* Handle snapping for time values:
* - We should still be in NLA-mapping time-space.
* - Only apply to keyframes (but never to handles).
* - Don't do this when canceling, or else these changes won't go away.
*/
if ((t->state != TRANS_CANCEL) && (td->flag & TD_NOTIMESNAP) == 0) {
switch (sipo->autosnap) {

@ -93,7 +93,7 @@
.frs_sec = 24, \
.frs_sec_base = 1, \
\
/* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used, \
/* OCIO_TODO: for forwards compatibility only, so if no tone-curve are used, \
* images would look in the same way as in current blender \
* \
* perhaps at some point should be completely deprecated? \

@ -776,7 +776,7 @@ typedef struct wmOperatorType {
} wmOperatorType;
/**
* Wrapper to reference a wmOperatorType together with some set properties and othere relevant
* Wrapper to reference a #wmOperatorType together with some set properties and other relevant
* information to invoke the operator in a customizable way.
*/
typedef struct wmOperatorCallParams {

@ -874,7 +874,7 @@ static int arg_handle_log_set(int argc, const char **argv, void *UNUSED(data))
}
if (str_step_end) {
/* typically only be one, but don't fail on multiple.*/
/* Typically only be one, but don't fail on multiple. */
while (*str_step_end == ',') {
str_step_end++;
}