diff --git a/intern/opensubdiv/opensubdiv_converter_capi.h b/intern/opensubdiv/opensubdiv_converter_capi.h index ac1e8301a42..1f09fa074d8 100644 --- a/intern/opensubdiv/opensubdiv_converter_capi.h +++ b/intern/opensubdiv/opensubdiv_converter_capi.h @@ -93,7 +93,7 @@ OpenSubdiv_TopologyRefinerDescr *openSubdiv_createTopologyRefinerDescr( void openSubdiv_deleteTopologyRefinerDescr( OpenSubdiv_TopologyRefinerDescr *topology_refiner); -/* TODO(sergey): Those calls are not strictly related on conversion. +/* TODO(sergey): Those calls are not strictly related to conversion. * needs some dedicated file perhaps. */ diff --git a/intern/opensubdiv/opensubdiv_gpu_capi.cc b/intern/opensubdiv/opensubdiv_gpu_capi.cc index 31996a1bab8..27c6d107a98 100644 --- a/intern/opensubdiv/opensubdiv_gpu_capi.cc +++ b/intern/opensubdiv/opensubdiv_gpu_capi.cc @@ -312,7 +312,7 @@ void bindProgram(GLMeshInterface * /*mesh*/, { glUseProgram(program); - /* Matricies */ + /* Matrices */ glUniformMatrix4fv(glGetUniformLocation(program, "modelViewMatrix"), 1, false, g_transform.model_view_matrix); @@ -323,7 +323,7 @@ void bindProgram(GLMeshInterface * /*mesh*/, 1, false, g_transform.normal_matrix); - /* Ligthing */ + /* Lighting */ glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(g_lighting_data), &g_lighting_data); @@ -427,7 +427,7 @@ void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl, g_use_osd_glsl = use_osd_glsl != 0; g_active_uv_index = active_uv_index; - /* Update transformation matricies. */ + /* Update transformation matrices. */ glGetFloatv(GL_PROJECTION_MATRIX, g_transform.projection_matrix); glGetFloatv(GL_MODELVIEW_MATRIX, g_transform.model_view_matrix); @@ -482,7 +482,7 @@ void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl, } } -static GLuint preapre_patchDraw(GLMeshInterface *mesh, +static GLuint prepare_patchDraw(GLMeshInterface *mesh, bool fill_quads) { GLint program = 0; @@ -657,7 +657,7 @@ void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh *gl_mesh, } /* Setup GLSL/OpenGL to draw patches in current context. */ - GLuint program = preapre_patchDraw(mesh, fill_quads != 0); + GLuint program = prepare_patchDraw(mesh, fill_quads != 0); if (start_patch != -1) { draw_partition_patches_range(mesh,