forked from bartvdbraak/blender
Cleanup: typos in comments, remove libnumaapi reference
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c04d36e922
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@ -51,9 +51,6 @@
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/** \defgroup intern_mikktspace MikktSpace
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* \ingroup intern */
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/** \defgroup intern_numaapi NUMA (Non Uniform Memory Architecture)
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* \ingroup intern */
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/** \defgroup intern_rigidbody Rigid-Body C-API
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* \ingroup intern */
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@ -941,7 +941,7 @@ void BlenderDisplayDriver::draw(const Params ¶ms)
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glActiveTexture(GL_TEXTURE0);
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/* NOTE: THe VAO is to be allocated on the drawing context as it is not shared across contects.
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/* NOTE: The VAO is to be allocated on the drawing context as it is not shared across contexts.
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* Simplest is to allocate it on every redraw so that it is possible to destroy it from a
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* correct context. */
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GLuint vertex_array_object;
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@ -46,7 +46,7 @@ class PathTraceDisplay {
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*
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* This call will configure parameters for a changed buffer and reset the texture state.
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*
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* When the `reset_rendering` a complete displat reset happens. When it is false reset happens
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* When the `reset_rendering` a complete display reset happens. When it is false reset happens
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* for a new state of the buffer parameters which is assumed to correspond to the next tile. */
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void reset(const BufferParams &buffer_params, bool reset_rendering);
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@ -283,7 +283,7 @@ class RenderScheduler {
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/* Check whether timing report about the given work need to reset accumulated average time. */
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bool work_report_reset_average(const RenderWork &render_work);
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/* CHeck whether render time limit has been reached (or exceeded), and if so store related
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/* Check whether render time limit has been reached (or exceeded), and if so store related
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* information in the state so that rendering is considered finished, and is possible to report
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* average render time information. */
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void check_time_limit_reached();
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@ -25,7 +25,7 @@ ccl_device_noinline_cpu float3 svm_magic(float3 p, float scale, int n, float dis
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/*
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* Prevent NaNs due to input p
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* Sin and Cosine are periodic about [0 2*PI) so the following
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* will yeild a more accurate result. As it stops the input values
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* will yield a more accurate result. As it stops the input values
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* going out of range for floats which caused a NaN. The
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* calculation of (px + py + pz)*5 can cause an Inf when one or more
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* values are very large the cos or sin of this results in a NaN
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@ -124,7 +124,7 @@ typedef enum ShaderNodeType {
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NODE_AOV_VALUE,
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NODE_FLOAT_CURVE,
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/* NOTE: for best OpenCL performance, item definition in the enum must
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* match the switch case order in svm.h. */
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* match the switch case order in `svm.h`. */
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} ShaderNodeType;
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typedef enum NodeAttributeOutputType {
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@ -757,7 +757,7 @@ static void duplidata_key_free(void *key)
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}
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else {
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Object temp_object = *dupli_key->ob;
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/* Do not modify the original boundbox. */
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/* Do not modify the original bound-box. */
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temp_object.runtime.bb = NULL;
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BKE_object_replace_data_on_shallow_copy(&temp_object, dupli_key->ob_data);
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drw_batch_cache_generate_requested(&temp_object);
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@ -24,7 +24,7 @@
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extern "C" {
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#endif
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/* span fill in method, is also used to localize data for zbuffering */
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/** Span fill in method, is also used to localize data for Z-buffering. */
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typedef struct ZSpan {
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int rectx, recty; /* range for clipping */
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@ -842,8 +842,8 @@ bool SIM_hair_volume_solve_divergence(HairGrid *grid,
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}
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/* Main Poisson equation system:
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* This is derived from the discretezation of the Poisson equation
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* div(grad(p)) = div(v)
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* This is derived from the discretization of the Poisson equation:
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* `div(grad(p)) = div(v)`
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*
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* The finite difference approximation yields the linear equation system described here:
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* https://en.wikipedia.org/wiki/Discrete_Poisson_equation
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@ -2263,7 +2263,7 @@ static int wm_handler_operator_call(bContext *C,
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CTX_wm_region_set(C, NULL);
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}
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/* /update gizmos during modal handlers. */
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/* Update gizmos during modal handlers. */
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wm_gizmomaps_handled_modal_update(C, event, handler);
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/* Remove modal handler, operator itself should have been canceled and freed. */
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