forked from bartvdbraak/blender
Cleanup: spelling
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741d7d60ed
commit
d8a7e5ee32
@ -483,11 +483,11 @@ static bool set_attribute_float3(float3 f, TypeDesc type, bool derivatives, void
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return set_attribute_float3(fv, type, derivatives, val);
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}
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/* Attributes with the TypeRGBA type descriptor should be retrived and stored
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/* Attributes with the TypeRGBA type descriptor should be retrieved and stored
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* in a float array of size 4 (e.g. node_vertex_color.osl), this array have
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* a type descriptor TypeFloatArray4. If the storage is not a TypeFloatArray4,
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* we either store the first three components in a vector, store the average of
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* the components in a float, or fail the retrival and do nothing. We allow
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* the components in a float, or fail the retrieval and do nothing. We allow
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* this for the correct operation of the Attribute node.
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*/
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@ -313,7 +313,7 @@ ccl_device_inline ssef bi_mix(ssef p, ssef f)
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* (s2, s3) is generated by moving v2 and v3 to the first and second
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* places of the ssef using the shuffle mask <2, 3, 2, 3>. The third and
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* fourth values are unused.
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* 3. Interplate g0 and g1 along the z axis to get the final value.
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* 3. Interpolate g0 and g1 along the z axis to get the final value.
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* g1 is generated by populating an ssef with the second value of g.
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* Only the first value is important in the final ssef.
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*
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@ -1476,7 +1476,7 @@ void BKE_libblock_copy_ex(Main *bmain, const ID *id, ID **r_newid, const int ori
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/* the duplicate should get a copy of the animdata */
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if ((flag & LIB_ID_COPY_NO_ANIMDATA) == 0) {
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/* Note that even though horrors like root nodetrees are not in bmain, the actions they use
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* in their anim data *are* in bmain... super-mega-hurra. */
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* in their anim data *are* in bmain... super-mega-hooray. */
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int animdata_flag = orig_flag;
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BLI_assert((animdata_flag & LIB_ID_COPY_ACTIONS) == 0 ||
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(animdata_flag & LIB_ID_CREATE_NO_MAIN) == 0);
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@ -21,17 +21,17 @@
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* \ingroup bli
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*
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* These classes offer a convenient way to work with continuous chunks of memory of a certain type.
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* We differentiate ArrayRef and MutableArrayRef. The elements in the former are const while the
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* We differentiate #ArrayRef and #MutableArrayRef. The elements in the former are const while the
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* elements in the other are not.
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*
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* Passing array references as parameters has multiple benefits:
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* - Less templates are used because the function does not have to work with different
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* container types.
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* - It encourages an Struct-of-Arrays data layout which is often benefitial when
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* - It encourages an Struct-of-Arrays data layout which is often beneficial when
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* writing high performance code. Also it makes it easier to reuse code.
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* - Array references offer convenient ways of slicing and other operations.
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*
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* The instances of ArrayRef and MutableArrayRef are very small and should be passed by value.
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* The instances of #ArrayRef and #MutableArrayRef are very small and should be passed by value.
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* Since array references do not own any memory, it is generally not save to store them.
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*/
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@ -202,7 +202,7 @@ template<typename T> class ArrayRef {
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/**
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* Does a linear search to count how often the value is in the array.
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* Returns the number of occurences.
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* Returns the number of occurrences.
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*/
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uint count(const T &value) const
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{
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@ -226,7 +226,7 @@ template<typename T> class ArrayRef {
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}
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/**
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* Return a reference to the last elemeent in the array.
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* Return a reference to the last element in the array.
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* Asserts that the array is not empty.
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*/
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const T &last() const
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@ -363,7 +363,7 @@ template<typename T> class MutableArrayRef {
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/**
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* Return a continuous part of the array.
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* Aserts that the slice stays in the array bounds.
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* Asserts that the slice stays in the array bounds.
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*/
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MutableArrayRef slice(uint start, uint length) const
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{
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@ -770,7 +770,7 @@ int BLI_delete(const char *file, bool dir, bool recursive)
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}
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/**
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* Do the two paths denote the same filesystem object?
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* Do the two paths denote the same file-system object?
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*/
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static bool check_the_same(const char *path_a, const char *path_b)
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{
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@ -1092,12 +1092,13 @@ static void update_voronoi_node_crackle(bNodeTree *ntree)
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}
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}
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/* The coloring property of the Voronoi node was removed. Previously,
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/**
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* The coloring property of the Voronoi node was removed. Previously,
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* if the coloring enum was set to Intensity (0), the voronoi distance
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* was returned in all outputs, otherwise, the Cell ID was returned.
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* Since we remapped the Fac output in update_voronoi_node_fac_output,
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* then to fix this, we relink the Color output to the Distance
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* output if coloring was set to 0, and the otherway around otherwise.
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* output if coloring was set to 0, and the other way around otherwise.
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*/
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static void update_voronoi_node_coloring(bNodeTree *ntree)
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{
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@ -163,7 +163,7 @@ void EEVEE_shadows_caster_material_add(EEVEE_ViewLayerData *sldata,
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return;
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}
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/* Grrr needed for correctness but not 99% of the time not needed.
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/* Unfortunately needed for correctness but not 99% of the time not needed.
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* TODO detect when needed? */
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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@ -356,7 +356,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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}
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if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
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/* We sample the shadowmaps using normal sampler. We need to disable Comparison mode.
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/* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
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* TODO(fclem) avoid this by using sampler objects.*/
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GPU_texture_bind(sldata->shadow_cube_pool, 0);
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GPU_texture_compare_mode(sldata->shadow_cube_pool, false);
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@ -632,7 +632,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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int tex_transmit = GPU_texture_opengl_bindcode(txl->volume_transmit_history);
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/* TODO(fclem) Encapsulate these GL calls into DRWManager. */
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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/* Subtility here! we need to tell the GL that the texture is layered (GL_TRUE)
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/* Subtlety here! we need to tell the GL that the texture is layered (GL_TRUE)
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* in order to bind the full 3D texture and not just a 2D slice. */
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glBindImageTexture(0, tex_scatter, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
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glBindImageTexture(1, tex_transmit, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
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@ -63,10 +63,10 @@ short select_id_get_object_select_mode(Scene *scene, Object *ob)
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{
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short r_select_mode = 0;
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if (ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT | OB_MODE_TEXTURE_PAINT)) {
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/* In order to sample flat colors for vertex weights / texturepaint / vertexpaint
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/* In order to sample flat colors for vertex weights / texture-paint / vertex-paint
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* we need to be in SCE_SELECT_FACE mode so select_cache_init() correctly sets up
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* a shgroup with select_id_flat.
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* Note this is not working correctly for vertexpaint (yet), but has been discussed
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* Note this is not working correctly for vertex-paint (yet), but has been discussed
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* in T66645 and there is a solution by @mano-wii in P1032.
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* So OB_MODE_VERTEX_PAINT is already included here [required for P1032 I guess]. */
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Mesh *me_orig = DEG_get_original_object(ob)->data;
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@ -120,8 +120,8 @@ typedef struct DRWCullingState {
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* 9 bits for resource id inside the chunk. (can go up to 511)
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* |-|----------------------|---------|
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*
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* Use manual bitsift and mask instead of bitfields to avoid
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* compiler dependant behavior that would mess the ordering of
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* Use manual bit-shift and mask instead of bit-fields to avoid
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* compiler dependent behavior that would mess the ordering of
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* the members thus changing the sorting order.
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*/
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typedef uint32_t DRWResourceHandle;
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@ -55,9 +55,9 @@
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static void draw_call_sort(DRWCommand *array, DRWCommand *array_tmp, int array_len)
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{
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/* Count unique batches. Tt's not really important if
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* there is colisions. If there is a lot of different batches,
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* the sorting benefit will be negligeable. So at least
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* sort fast! */
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* there is collisions. If there is a lot of different batches,
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* the sorting benefit will be negligible.
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* So at least sort fast! */
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uchar idx[128] = {0};
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/* Shift by 6 positions knowing each GPUBatch is > 64 bytes */
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#define KEY(a) ((((size_t)((a).draw.batch)) >> 6) % ARRAY_SIZE(idx))
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@ -3674,7 +3674,7 @@ void uiTemplateWaveform(uiLayout *layout, PointerRNA *ptr, const char *propname)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Vectorscope Template
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/** \name Vector-Scope Template
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* \{ */
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void uiTemplateVectorscope(uiLayout *layout, PointerRNA *ptr, const char *propname)
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@ -1263,7 +1263,7 @@ void UI_view2d_view_restore(const bContext *C)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Gridline Drawing
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/** \name Grid-Line Drawing
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* \{ */
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/* Draw a constant grid in given 2d-region */
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@ -8430,9 +8430,9 @@ static int sculpt_mask_filter_exec(bContext *C, wmOperator *op)
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int iterations = RNA_int_get(op->ptr, "iterations");
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/* Auto iteration count calculates the number of iteration based on the vertices of the mesh to
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* avoid adding an unnecesary ammount of undo steps when using the operator from a shortcut. One
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* iteration per 50000 vertices in the mesh should be fine in most cases. Maybe we want this to
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* be configurable */
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* avoid adding an unnecessary amount of undo steps when using the operator from a shortcut.
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* One iteration per 50000 vertices in the mesh should be fine in most cases.
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* Maybe we want this to be configurable. */
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if (RNA_boolean_get(op->ptr, "auto_iteration_count")) {
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iterations = (int)(num_verts / 50000.0f) + 1;
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}
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@ -621,10 +621,10 @@ void flushTransGraphData(TransInfo *t)
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float inv_unit_scale = 1.0f / tdg->unit_scale;
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/* handle snapping for time values
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* - we should still be in NLA-mapping timespace
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* - only apply to keyframes (but never to handles)
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* - don't do this when canceling, or else these changes won't go away
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/* Handle snapping for time values:
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* - We should still be in NLA-mapping time-space.
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* - Only apply to keyframes (but never to handles).
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* - Don't do this when canceling, or else these changes won't go away.
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*/
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if ((t->state != TRANS_CANCEL) && (td->flag & TD_NOTIMESNAP) == 0) {
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switch (sipo->autosnap) {
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@ -93,7 +93,7 @@
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.frs_sec = 24, \
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.frs_sec_base = 1, \
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\
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/* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used, \
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/* OCIO_TODO: for forwards compatibility only, so if no tone-curve are used, \
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* images would look in the same way as in current blender \
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* \
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* perhaps at some point should be completely deprecated? \
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@ -776,7 +776,7 @@ typedef struct wmOperatorType {
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} wmOperatorType;
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/**
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* Wrapper to reference a wmOperatorType together with some set properties and othere relevant
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* Wrapper to reference a #wmOperatorType together with some set properties and other relevant
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* information to invoke the operator in a customizable way.
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*/
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typedef struct wmOperatorCallParams {
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@ -874,7 +874,7 @@ static int arg_handle_log_set(int argc, const char **argv, void *UNUSED(data))
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}
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if (str_step_end) {
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/* typically only be one, but don't fail on multiple.*/
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/* Typically only be one, but don't fail on multiple. */
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while (*str_step_end == ',') {
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str_step_end++;
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}
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