forked from bartvdbraak/blender
Cleanup: spelling
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832f7170dc
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@ -362,7 +362,7 @@ ccl_device float fast_atan2f(float y, float x)
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ccl_device float fast_log2f(float x)
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ccl_device float fast_log2f(float x)
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{
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{
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/* NOTE: clamp to avoid special cases and make result "safe" from large
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/* NOTE: clamp to avoid special cases and make result "safe" from large
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* negative values/nans. */
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* negative values/NAN's. */
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x = clamp(x, FLT_MIN, FLT_MAX);
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x = clamp(x, FLT_MIN, FLT_MAX);
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unsigned bits = __float_as_uint(x);
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unsigned bits = __float_as_uint(x);
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int exponent = (int)(bits >> 23) - 127;
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int exponent = (int)(bits >> 23) - 127;
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@ -1711,7 +1711,7 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
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dx = [event scrollingDeltaX];
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dx = [event scrollingDeltaX];
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dy = [event scrollingDeltaY];
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dy = [event scrollingDeltaY];
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/* However, wacom tablet (intuos5) needs old deltas,
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/* However, Wacom tablet (intuos5) needs old deltas,
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* it then has momentum and phase at zero. */
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* it then has momentum and phase at zero. */
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if (phase == NSEventPhaseNone && momentumPhase == NSEventPhaseNone) {
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if (phase == NSEventPhaseNone && momentumPhase == NSEventPhaseNone) {
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dx = [event deltaX];
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dx = [event deltaX];
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@ -1861,7 +1861,7 @@ static void editbmesh_calc_modifiers(struct Depsgraph *depsgraph,
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/* Ensure normals calculation below is correct (normal settings have transferred properly).
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/* Ensure normals calculation below is correct (normal settings have transferred properly).
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* However, nodes modifiers might create meshes from scratch or transfer meshes from other
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* However, nodes modifiers might create meshes from scratch or transfer meshes from other
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* objects with different settings, and in general it doesn't make sense to guarentee that
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* objects with different settings, and in general it doesn't make sense to guarantee that
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* the settings are the same as the original mesh. If necessary, this could become a modifier
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* the settings are the same as the original mesh. If necessary, this could become a modifier
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* type flag. */
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* type flag. */
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BLI_assert(mesh_input->smoothresh == mesh_cage->smoothresh);
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BLI_assert(mesh_input->smoothresh == mesh_cage->smoothresh);
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@ -56,7 +56,7 @@ typedef struct LibraryForeachIDData {
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*/
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*/
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ID *self_id;
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ID *self_id;
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/** Flags controlling the bahaviour of the 'foreach id' looping code. */
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/** Flags controlling the behavior of the 'foreach id' looping code. */
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int flag;
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int flag;
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/** Generic flags to be passed to all callback calls for current processed data. */
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/** Generic flags to be passed to all callback calls for current processed data. */
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int cb_flag;
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int cb_flag;
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@ -398,7 +398,7 @@ Span<float3> BezierSpline::evaluated_positions() const
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this->evaluate_bezier_segment(i_last, 0, positions.slice(offsets.last(), resolution_));
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this->evaluate_bezier_segment(i_last, 0, positions.slice(offsets.last(), resolution_));
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}
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}
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else {
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else {
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/* Since evualating the bezier segment doesn't add the final point,
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/* Since evaluating the bezier segment doesn't add the final point,
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* it must be added manually in the non-cyclic case. */
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* it must be added manually in the non-cyclic case. */
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positions.last() = positions_.last();
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positions.last() = positions_.last();
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}
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}
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@ -78,7 +78,7 @@ float BLI_dial_angle(Dial *dial, const float current_position[2])
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cosval = dot_v2v2(current_direction, dial->initial_direction);
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cosval = dot_v2v2(current_direction, dial->initial_direction);
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sinval = cross_v2v2(current_direction, dial->initial_direction);
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sinval = cross_v2v2(current_direction, dial->initial_direction);
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/* clamp to avoid nans in #acos */
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/* Clamp to avoid NAN's in #acos */
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angle = atan2f(sinval, cosval);
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angle = atan2f(sinval, cosval);
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/* change of sign, we passed the 180 degree threshold. This means we need to add a turn.
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/* change of sign, we passed the 180 degree threshold. This means we need to add a turn.
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@ -24,7 +24,7 @@
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* Use these instead of glGenBuffers & its friends
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* Use these instead of glGenBuffers & its friends
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* - alloc must be called from a thread that is bound
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* - alloc must be called from a thread that is bound
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* to the context that will be used for drawing with
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* to the context that will be used for drawing with
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* this vao.
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* this VAO.
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* - free can be called from any thread
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* - free can be called from any thread
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*/
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*/
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@ -543,7 +543,7 @@ bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *precalc,
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&precalc->dims.zmax);
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&precalc->dims.zmax);
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if (isinf(precalc->dims.zmax)) {
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if (isinf(precalc->dims.zmax)) {
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/* We cannot retrieve the actual value of the clip_end.
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/* We cannot retrieve the actual value of the clip_end.
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* Use `FLT_MAX` to avoid nans. */
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* Use `FLT_MAX` to avoid NAN's. */
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precalc->dims.zmax = FLT_MAX;
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precalc->dims.zmax = FLT_MAX;
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}
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}
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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@ -44,7 +44,7 @@
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using namespace blender::gpu;
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/* -------------------------------------------------------------------- */
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/** \name Vao cache
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/** \name VAO Cache
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*
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*
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* Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration.
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* Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration.
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* TODO(fclem): Could be revisited to avoid so much cross references.
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* TODO(fclem): Could be revisited to avoid so much cross references.
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@ -43,7 +43,7 @@ class GLShaderInterface;
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#define GPU_VAO_STATIC_LEN 3
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#define GPU_VAO_STATIC_LEN 3
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/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
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/* VAO management: remembers all geometry state (vertex attribute bindings & element buffer)
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* for each shader interface. Start with a static number of vaos and fallback to dynamic count
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* for each shader interface. Start with a static number of vaos and fallback to dynamic count
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* if necessary. Once a batch goes dynamic it does not go back. */
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* if necessary. Once a batch goes dynamic it does not go back. */
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class GLVaoCache {
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class GLVaoCache {
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@ -38,7 +38,7 @@ namespace blender::gpu {
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class GLImmediate : public Immediate {
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class GLImmediate : public Immediate {
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private:
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private:
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/* Use two buffers for strict and unstrict vertex count to
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/* Use two buffers for strict and non-strict vertex count to
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* avoid some huge driver slowdown (see T70922).
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* avoid some huge driver slowdown (see T70922).
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* Use accessor functions to get / modify. */
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* Use accessor functions to get / modify. */
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struct {
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struct {
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@ -175,7 +175,7 @@ static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2])
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/* Functions */
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/* Functions */
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/*-----------------------------------------------------------*/
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/*-----------------------------------------------------------*/
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/* Scanconvert for strand triangles, calls func for each x, y coordinate
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/* Scan-convert for strand triangles, calls function for each x, y coordinate
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* and gives UV barycentrics and z. */
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* and gives UV barycentrics and z. */
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void zspan_scanconvert(ZSpan *zspan,
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void zspan_scanconvert(ZSpan *zspan,
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