forked from bartvdbraak/blender
Cleanup: typos
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d7982f71e9
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39678442e1
@ -34,7 +34,7 @@
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struct ID;
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/* Unkomment this to have verbose log about original and CoW pointers
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/* Uncomment this to have verbose log about original and CoW pointers
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* logged, with detailed information when they are allocated, expanded
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* and remapped.
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*/
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@ -1250,9 +1250,9 @@ static void render_scene_to_probe(
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/* Move to capture position */
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negate_v3_v3(posmat[3], pos);
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/* 1 - Render to each cubeface individually.
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/* 1 - Render to each cube-face individually.
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* We do this instead of using geometry shader because a) it's faster,
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* b) it's easier than fixing the nodetree shaders (for view dependant effects). */
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* b) it's easier than fixing the node-tree shaders (for view dependent effects). */
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pinfo->layer = 0;
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perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
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@ -1349,7 +1349,7 @@ static void render_scene_to_planar(
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EEVEE_draw_shadows(sldata, psl);
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/* Since we are rendering with an inverted view matrix, we need
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* to invert the facing for backface culling to be the same. */
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* to invert the facing for back-face culling to be the same. */
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DRW_state_invert_facing();
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/* Set clipping plan */
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copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset);
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@ -1086,7 +1086,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
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DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
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/* Render shadow cube */
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/* Render 6 faces separatly: seems to be faster for the general case.
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/* Render 6 faces separately: seems to be faster for the general case.
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* The only time it's more beneficial is when the CPU culling overhead
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* outweight the instancing overhead. which is rarelly the case. */
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for (int j = 0; j < 6; j++) {
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@ -1193,7 +1193,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
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invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
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/* Render shadow cascades */
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/* Render cascade separatly: seems to be faster for the general case.
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/* Render cascade separately: seems to be faster for the general case.
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* The only time it's more beneficial is when the CPU culling overhead
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* outweight the instancing overhead. which is rarelly the case. */
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for (int j = 0; j < la->cascade_count; j++) {
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@ -587,7 +587,7 @@ typedef struct EEVEE_EffectsInfo {
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/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
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/* !! CAUTION !!
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* - [i]vec3 need to be paded to [i]vec4 (even in ubo declaration).
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* - [i]vec3 need to be padded to [i]vec4 (even in ubo declaration).
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* - Make sure that [i]vec4 start at a multiple of 16 bytes.
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* - Arrays of vec2/vec3 are padded as arrays of vec4.
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* - sizeof(bool) == sizeof(int) in GLSL so use int in C */
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@ -431,7 +431,7 @@ void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
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void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
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void DRW_viewport_matrix_override_unset_all(void);
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/* Thoses are in viewspace so negative if in persp.
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/* These are in view-space so negative if in perspective.
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* Extract near and far clip distance from the projection matrix. */
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float DRW_viewport_near_distance_get(void);
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float DRW_viewport_far_distance_get(void);
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@ -1298,7 +1298,7 @@ static void draw_bone_line(
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drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail);
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}
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else {
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/* In selection mode, draw bone, root and tip separatly. */
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/* In selection mode, draw bone, root and tip separately. */
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DRW_select_load_id(select_id | BONESEL_BONE);
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drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display);
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@ -61,7 +61,7 @@ enum {
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* TODO
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* - Ensure `CurveCache`, `SEQUENCER_DAG_WORKAROUND`.
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* - Check number of verts/edges to see if cache is valid.
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* - Check if 'overlay.edges' can use single attribyte per edge, not 2 (for selection drawing).
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* - Check if 'overlay.edges' can use single attribute per edge, not 2 (for selection drawing).
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*/
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static void curve_batch_cache_clear(Curve *cu);
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@ -1595,7 +1595,7 @@ typedef struct MeshBatchCache {
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int edges_face_overlay_tri_count; /* Number of tri in edges_face_overlay(_adj)_tx */
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/* Maybe have shaded_triangles_data split into pos_nor and uv_tangent
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* to minimise data transfer for skinned mesh. */
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* to minimize data transfer for skinned mesh. */
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Gwn_VertFormat shaded_triangles_format;
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Gwn_VertBuf *shaded_triangles_data;
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Gwn_IndexBuf **shaded_triangles_in_order;
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@ -923,7 +923,7 @@ static void release_texture_slots(bool with_persist)
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}
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}
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/* Reset so that slots are consistenly assigned for different shader
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/* Reset so that slots are consistently assigned for different shader
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* draw calls, to avoid shader specialization/patching by the driver. */
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DST.RST.bind_tex_inc = 0;
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}
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@ -940,7 +940,7 @@ static void release_ubo_slots(bool with_persist)
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}
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}
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/* Reset so that slots are consistenly assigned for different shader
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/* Reset so that slots are consistently assigned for different shader
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* draw calls, to avoid shader specialization/patching by the driver. */
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DST.RST.bind_ubo_inc = 0;
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}
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@ -467,7 +467,7 @@ static wmKeyMap *outliner_item_drag_drop_modal_keymap(wmKeyConfig *keyconf)
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{OUTLINER_ITEM_DRAG_CONFIRM, "CONFIRM", 0, "Confirm/Drop", ""},
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{0, NULL, 0, NULL, NULL}
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};
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const char *map_name = "Outliner Item Drap & Drop Modal Map";
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const char *map_name = "Outliner Item Drag & Drop Modal Map";
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wmKeyMap *keymap = WM_modalkeymap_get(keyconf, map_name);
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@ -236,7 +236,7 @@ int main(
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struct CreatorAtExitData app_init_data = {NULL};
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BKE_blender_atexit_register(callback_main_atexit, &app_init_data);
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/* Unbuffered stdout makes stdout and stderr better synchronised, and helps
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/* Unbuffered stdout makes stdout and stderr better synchronized, and helps
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* when stepping through code in a debugger (prints are immediately
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* visible). */
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setvbuf(stdout, NULL, _IONBF, 0);
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