This commit is contained in:
Campbell Barton 2014-08-02 16:53:52 +10:00
parent 7b83e3d6d7
commit 9c3025cd26
20 changed files with 27 additions and 27 deletions

@ -123,7 +123,7 @@ protected:
/* BVH Range
*
* Build range used during construction, to indicate the bounds and place in
* the reference array of a subset of pirmitives Again uses trickery to pack
* the reference array of a subset of primitives Again uses trickery to pack
* integers into BoundBox for alignment purposes. */
class BVHRange

@ -66,7 +66,7 @@ void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int w
glColor3f(1.0f, 1.0f, 1.0f);
if(rgba.data_type == TYPE_HALF) {
/* for multi devices, this assumes the ineffecient method that we allocate
/* for multi devices, this assumes the inefficient method that we allocate
* all pixels on the device even though we only render to a subset */
GLhalf *data_pointer = (GLhalf*)rgba.data_pointer;
data_pointer += 4*y*w;

@ -732,8 +732,8 @@ public:
const int start = task.shader_x;
const int end = task.shader_x + task.shader_w;
bool cancelled = false;
for(int sample = 0; sample < task.num_samples && !cancelled; sample++) {
bool canceled = false;
for(int sample = 0; sample < task.num_samples && !canceled; sample++) {
for(int shader_x = start; shader_x < end; shader_x += shader_chunk_size) {
int shader_w = min(shader_chunk_size, end - shader_x);
@ -760,7 +760,7 @@ public:
cuda_assert(cuCtxSynchronize());
if(task.get_cancel()) {
cancelled = false;
canceled = false;
break;
}
}
@ -907,7 +907,7 @@ public:
cuda_push_context();
/* for multi devices, this assumes the ineffecient method that we allocate
/* for multi devices, this assumes the inefficient method that we allocate
* all pixels on the device even though we only render to a subset */
size_t offset = 4*y*w;

@ -362,7 +362,7 @@ ccl_device_inline float3 microfacet_sample_stretched(
* E. Heitz, Research Report 2014
*
* Anisotropy is only supported for reflection currently, but adding it for
* tranmission is just a matter of copying code from reflection if needed. */
* transmission is just a matter of copying code from reflection if needed. */
ccl_device int bsdf_microfacet_ggx_setup(ShaderClosure *sc)
{

@ -18,7 +18,7 @@
/* Triangle Primitive
*
* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
* ray intersection we use a precomputed triangle storage to accelarate
* ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage */
CCL_NAMESPACE_BEGIN

@ -111,7 +111,7 @@ ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value)
/* Path Radiance
*
* We accumulate different render passes separately. After summing at the end
* to get the combined result, it should be identical. We definte directly
* to get the combined result, it should be identical. We definite directly
* visible as the first non-transparent hit, while indirectly visible are the
* bounces after that. */

@ -371,7 +371,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(sc) {
/* todo: giving a fixed weight here will cause issues when
* mixing multiple BSDFS. energey will not be conserved and
* mixing multiple BSDFS. energy will not be conserved and
* the throughput can blow up after multiple bounces. we
* better figure out a way to skip backfaces from rays
* spawned by transmission from the front */

@ -141,7 +141,7 @@ void Scene::device_update(Device *device_, Progress& progress)
* the different managers, using data computed by previous managers.
*
* - Image manager uploads images used by shaders.
* - Camera may be used for adapative subdivison.
* - Camera may be used for adaptive subdivision.
* - Displacement shader must have all shader data available.
* - Light manager needs lookup tables and final mesh data to compute emission CDF.
* - Film needs light manager to run for use_light_visibility

@ -73,7 +73,7 @@ private:
/* Internal helper functions */
/**
* Initiailize XDND and all related X atoms
* Initialize XDND and all related X atoms
*/
void Initialize(void);

@ -265,7 +265,7 @@ public:
protected:
/**
* Initializes the system.
* For now, it justs registers the window class (WNDCLASS).
* For now, it just registers the window class (WNDCLASS).
* \return A success value.
*/
virtual GHOST_TSuccess init();

@ -215,7 +215,7 @@ public:
protected:
/**
* Initializes the system.
* For now, it justs registers the window class (WNDCLASS).
* For now, it just registers the window class (WNDCLASS).
* \return A success value.
*/
virtual GHOST_TSuccess init();
@ -231,7 +231,7 @@ protected:
* \param window-> The window for this handling
* \param vKey The virtual key from hardKey
* \param ScanCode The ScanCode of pressed key (simular to PS/2 Set 1)
* \param extend Flag if key is not primerly (left or right)
* \param extend Flag if key is not primly (left or right)
* \return The GHOST key (GHOST_kKeyUnknown if no match).
*/
virtual GHOST_TKey convertKey(GHOST_IWindow *window, short vKey, short ScanCode, short extend) const;

@ -48,7 +48,7 @@ public:
* Constructor.
* \param start The timer start time.
* \param interval The interval between calls to the timerProc
* \param timerProc The callbak invoked when the interval expires.
* \param timerProc The callback invoked when the interval expires.
* \param data The timer user data.
*/
GHOST_TimerTask(GHOST_TUns64 start,

@ -126,7 +126,7 @@ public:
/**
* Returns the client rectangle dimensions.
* The left and top members of the rectangle are always zero.
* \param bounds The bounding rectangle of the cleient area of the window.
* \param bounds The bounding rectangle of the client area of the window.
*/
virtual void getClientBounds(GHOST_Rect& bounds) const;

@ -121,7 +121,7 @@ public:
/**
* Set this window to be inactive (not receiving events).
* \param window The window to decativate.
* \param window The window to deactivate.
*/
virtual void setWindowInactive(const GHOST_IWindow *window);

@ -65,7 +65,7 @@ static int EnumPixelFormats(HDC hdc);
* and 16 depth bits.
* When the screen color depth is set to 32 bit, we get 8 color bits
* and 24 depth bits.
* Just to be safe, we request high waulity settings.
* Just to be safe, we request high quality settings.
*/
static PIXELFORMATDESCRIPTOR sPreferredFormat = {
sizeof(PIXELFORMATDESCRIPTOR), /* size */

@ -146,7 +146,7 @@ public:
/**
* Returns the client rectangle dimensions.
* The left and top members of the rectangle are always zero.
* \param bounds The bounding rectangle of the cleient area of the window.
* \param bounds The bounding rectangle of the client area of the window.
*/
virtual void getClientBounds(GHOST_Rect& bounds) const;
@ -369,7 +369,7 @@ protected:
/** Flag for if window has captured the mouse */
bool m_hasMouseCaptured;
/** Flag if an operator grabs the mouse with WM_cursor_grab_enable/ungrab()
* Multiple grabs must be realesed with a single ungrab*/
* Multiple grabs must be released with a single ungrab */
bool m_hasGrabMouse;
/** Count of number of pressed buttons */
int m_nPressedButtons;

@ -2340,7 +2340,7 @@ static void animsys_evaluate_nla(ListBase *echannels, PointerRNA *ptr, AnimData
BLI_freelistN(&estrips);
/* Tag ID as updated so render engines will recognize changes in data
* which is nimated but doesn't have actions.
* which is animated but doesn't have actions.
*/
if (ptr->id.data != NULL) {
ID *id = ptr->id.data;

@ -84,7 +84,7 @@ struct BufferLineAccumulator {
* Set up the initial buffer pointer and calculate necessary variables for looping.
*
* Note that sector space is centered around the "source" point while the loop starts
* at dist_min from the target pt. This way the loop can be cancelled as soon as it runs
* at dist_min from the target pt. This way the loop can be canceled as soon as it runs
* out of the buffer rect, because no pixels further along the line can contribute.
*
* \param x, y Start location in the buffer
@ -122,7 +122,7 @@ struct BufferLineAccumulator {
* Only pixels withing dist_min..dist_max contribute.
*
* The loop runs backwards(!) over the primary sector space axis u, i.e. increasing distance to pt.
* After each step it decrements v by dv < 1, adding a buffer shift when necesserary.
* After each step it decrements v by dv < 1, adding a buffer shift when necessary.
*/
static void eval(MemoryBuffer *input, float output[4], const float pt_ofs[2], const float source[2],
float dist_min, float dist_max)

@ -891,7 +891,7 @@ static void paint_2d_lift_soften(ImagePaintState *s, ImBuf *ibuf, ImBuf *ibufb,
sub_v3_v3v3(outrgb, rgba, outrgb);
/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
* colored speckles appearing in final image, and also to check for threshhold */
* colored speckles appearing in final image, and also to check for threshold */
outrgb[0] = outrgb[1] = outrgb[2] = rgb_to_grayscale(outrgb);
if (fabsf(outrgb[0]) > threshold) {
float mask = BKE_brush_alpha_get(s->scene, s->brush);

@ -3784,7 +3784,7 @@ static void do_projectpaint_soften_f(ProjPaintState *ps, ProjPixel *projPixel, f
sub_v3_v3v3(rgba, projPixel->pixel.f_pt, rgba);
/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
* colored speckles appearing in final image, and also to check for threshhold */
* colored speckles appearing in final image, and also to check for threshold */
rgba[0] = rgba[1] = rgba[2] = rgb_to_grayscale(rgba);
if (fabsf(rgba[0]) > ps->brush->sharp_threshold) {
float alpha = projPixel->pixel.f_pt[3];
@ -3845,7 +3845,7 @@ static void do_projectpaint_soften(ProjPaintState *ps, ProjPixel *projPixel, flo
/* subtract blurred image from normal image gives high pass filter */
sub_v3_v3v3(rgba, rgba_pixel, rgba);
/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
* colored speckles appearing in final image, and also to check for threshhold */
* colored speckles appearing in final image, and also to check for threshold */
rgba[0] = rgba[1] = rgba[2] = rgb_to_grayscale(rgba);
if (fabsf(rgba[0]) > ps->brush->sharp_threshold) {
float alpha = rgba_pixel[3];