diff --git a/source/blender/blenlib/intern/graph.c b/source/blender/blenlib/intern/graph.c index cedec7d07b6..24497f8fb06 100644 --- a/source/blender/blenlib/intern/graph.c +++ b/source/blender/blenlib/intern/graph.c @@ -598,7 +598,7 @@ static void handleRadialSymmetry(BGraph *graph, BNode *root_node, int depth, flo /* sort ring by arc length * using a rather bogus insertion sort - * butrings will never get too big to matter + * but rings will never get too big to matter * */ for (i = 0; i < total; i++) { int j; diff --git a/source/blender/blenlib/intern/math_color_inline.c b/source/blender/blenlib/intern/math_color_inline.c index bef4e5adaaa..4af1307c521 100644 --- a/source/blender/blenlib/intern/math_color_inline.c +++ b/source/blender/blenlib/intern/math_color_inline.c @@ -78,7 +78,7 @@ MINLINE void linearrgb_to_srgb_uchar4(unsigned char srgb[4], const float linear[ F4TOCHAR4(srgb_f, srgb); } -/* predivide versions to work on associated/pre-multipled alpha. if this should +/* predivide versions to work on associated/pre-multiplied alpha. if this should * be done or not depends on the background the image will be composited over, * ideally you would never do color space conversion on an image with alpha * because it is ill defined */ diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index a4e7424e5dd..ddf1c598a1c 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -3621,7 +3621,7 @@ static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float static __m128 sse_approx_acos(__m128 x) { /* needs a better approximation than taylor expansion of acos, since that - * gives big erros for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work + * gives big errors for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work * better, see http://www.tom.womack.net/projects/sse-fast-arctrig.html */ return _mm_set_ps1(1.0f); diff --git a/source/blender/bmesh/intern/bmesh_edgeloop.c b/source/blender/bmesh/intern/bmesh_edgeloop.c index dc3a223ae5d..8b5b95c5cae 100644 --- a/source/blender/bmesh/intern/bmesh_edgeloop.c +++ b/source/blender/bmesh/intern/bmesh_edgeloop.c @@ -520,7 +520,7 @@ const float *BM_edgeloop_center_get(struct BMEdgeLoopStore *el_store) #define NODE_AS_CO(n) ((BMVert *)((LinkData *)n)->data)->co /** - * edges are assined to one vert -> the next. + * edges are assigned to one vert -> the next. */ void BM_edgeloop_edges_get(struct BMEdgeLoopStore *el_store, BMEdge **e_arr) { @@ -612,7 +612,7 @@ bool BM_edgeloop_calc_normal(BMesh *UNUSED(bm), BMEdgeLoopStore *el_store) } /** - * For open loops that are stright lines, + * For open loops that are straight lines, * calculating the normal as if it were a polygon is meaningless. * * Instead use an alignment vector and calculate the normal based on that. diff --git a/source/blender/bmesh/intern/bmesh_iterators.h b/source/blender/bmesh/intern/bmesh_iterators.h index e4d7a88dc83..b5535b59321 100644 --- a/source/blender/bmesh/intern/bmesh_iterators.h +++ b/source/blender/bmesh/intern/bmesh_iterators.h @@ -154,7 +154,7 @@ typedef void *(*BMIter__step_cb) (void *); /* Iterator Structure */ /* note: some of these vars are not used, - * so they have beem commented to save stack space since this struct is used all over */ + * so they have been commented to save stack space since this struct is used all over */ typedef struct BMIter { /* keep union first */ union { diff --git a/source/blender/bmesh/intern/bmesh_walkers.c b/source/blender/bmesh/intern/bmesh_walkers.c index 79e097a7a7c..04edec01a5c 100644 --- a/source/blender/bmesh/intern/bmesh_walkers.c +++ b/source/blender/bmesh/intern/bmesh_walkers.c @@ -40,7 +40,7 @@ * - joeedh - * design notes: * - * original desing: walkers directly emulation recursive functions. + * original design: walkers directly emulation recursive functions. * functions save their state onto a worklist, and also add new states * to implement recursive or looping behavior. generally only one * state push per call with a specific state is desired. diff --git a/source/blender/bmesh/operators/bmo_beautify.c b/source/blender/bmesh/operators/bmo_beautify.c index f1c400574f5..2c0bc7f95d9 100644 --- a/source/blender/bmesh/operators/bmo_beautify.c +++ b/source/blender/bmesh/operators/bmo_beautify.c @@ -23,10 +23,10 @@ /** \file blender/bmesh/operators/bmo_beautify.c * \ingroup bmesh * - * Beautify the mesh by rotating edes between triangles + * Beautify the mesh by rotating edges between triangles * to more attractive positions until no more rotations can be made. * - * In princible this is very simple however there is the possability of + * In principle this is very simple however there is the possibility of * going into an eternal loop where edges keep rotating. * To avoid this - each edge stores a hash of it previous * states so as not to rotate back. diff --git a/source/blender/bmesh/operators/bmo_bridge.c b/source/blender/bmesh/operators/bmo_bridge.c index 116fe46ee53..a517b7af502 100644 --- a/source/blender/bmesh/operators/bmo_bridge.c +++ b/source/blender/bmesh/operators/bmo_bridge.c @@ -363,7 +363,7 @@ static void bridge_loop_pair(BMesh *bm, int i; BMOperator op_sub; - /* when we have to bridge betweeen different sized edge-loops, + /* when we have to bridge between different sized edge-loops, * be clever and post-process for best results */ diff --git a/source/blender/bmesh/operators/bmo_dupe.c b/source/blender/bmesh/operators/bmo_dupe.c index 2d78a02f709..e41fbd69616 100644 --- a/source/blender/bmesh/operators/bmo_dupe.c +++ b/source/blender/bmesh/operators/bmo_dupe.c @@ -23,7 +23,7 @@ /** \file blender/bmesh/operators/bmo_dupe.c * \ingroup bmesh * - * Duplicate, Split, Spint operators. + * Duplicate, Split, Split operators. */ #include "MEM_guardedalloc.h" diff --git a/source/blender/bmesh/operators/bmo_poke.c b/source/blender/bmesh/operators/bmo_poke.c index 7105210da04..03084ebb1b6 100644 --- a/source/blender/bmesh/operators/bmo_poke.c +++ b/source/blender/bmesh/operators/bmo_poke.c @@ -73,7 +73,7 @@ void bmo_poke_exec(BMesh *bm, BMOperator *op) float f_center[3]; BMVert *v_center = NULL; BMLoop *l_iter, *l_first; - /* only interpolate the centeral loop from the face once, + /* only interpolate the central loop from the face once, * then copy to all others in the fan */ BMLoop *l_center_example; diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c index 6b5e18ceb61..a2cbb0fe44c 100644 --- a/source/blender/bmesh/tools/bmesh_bevel.c +++ b/source/blender/bmesh/tools/bmesh_bevel.c @@ -223,7 +223,7 @@ static BevVert *find_bevvert(BevelParams *bp, BMVert *bmv) return BLI_ghash_lookup(bp->vert_hash, bmv); } -/* Return a good respresentative face (for materials, etc.) for faces +/* Return a good representative face (for materials, etc.) for faces * created around/near BoundVert v */ static BMFace *boundvert_rep_face(BoundVert *v) { @@ -531,7 +531,7 @@ static int bev_ccw_test(BMEdge *a, BMEdge *b, BMFace *f) * Also find vd, which is in direction normal to parallelogram and 1 unit away * from the origin. * The quarter circle in first quadrant of unit square will be mapped to the - * quadrant of a sheared ellipse in the parallelgram, using a matrix. + * quadrant of a sheared ellipse in the parallelogram, using a matrix. * The matrix mat is calculated to map: * (0,1,0) -> va * (1,1,0) -> vmid diff --git a/source/blender/bmesh/tools/bmesh_decimate_collapse.c b/source/blender/bmesh/tools/bmesh_decimate_collapse.c index f47abc8891c..d3ffc348539 100644 --- a/source/blender/bmesh/tools/bmesh_decimate_collapse.c +++ b/source/blender/bmesh/tools/bmesh_decimate_collapse.c @@ -116,7 +116,7 @@ static void bm_decim_build_quadrics(BMesh *bm, Quadric *vquadrics) static void bm_decim_calc_target_co(BMEdge *e, float optimize_co[3], const Quadric *vquadrics) { - /* compute an edge contration target for edge 'e' + /* compute an edge contraction target for edge 'e' * this is computed by summing it's vertices quadrics and * optimizing the result. */ Quadric q; @@ -682,7 +682,7 @@ static bool bm_edge_collapse_is_degenerate_topology(BMEdge *e_first) /** * special, highly limited edge collapse function - * intended for speed over flexibiliy. + * intended for speed over flexibility. * can only collapse edges connected to (1, 2) tris. * * Important - dont add vert/edge/face data on collapsing! diff --git a/source/blender/bmesh/tools/bmesh_decimate_unsubdivide.c b/source/blender/bmesh/tools/bmesh_decimate_unsubdivide.c index c48e83686b5..0667d560615 100644 --- a/source/blender/bmesh/tools/bmesh_decimate_unsubdivide.c +++ b/source/blender/bmesh/tools/bmesh_decimate_unsubdivide.c @@ -79,7 +79,7 @@ static bool bm_vert_dissolve_fan(BMesh *bm, BMVert *v) { /* collapse under 2 conditions. * - vert connects to 4 manifold edges (and 4 faces). - * - vert connecrs to 1 manifold edge, 2 boundary edges (and 2 faces). + * - vert connects to 1 manifold edge, 2 boundary edges (and 2 faces). * * This covers boundary verts of a quad grid and center verts. * note that surrounding faces dont have to be quads. diff --git a/source/blender/editors/object/object_add.c b/source/blender/editors/object/object_add.c index 5ad6bd4993a..c7aec9f93d4 100644 --- a/source/blender/editors/object/object_add.c +++ b/source/blender/editors/object/object_add.c @@ -1762,7 +1762,7 @@ void OBJECT_OT_convert(wmOperatorType *ot) /* * dupflag: a flag made from constants declared in DNA_userdef_types.h - * The flag tells adduplicate() weather to copy data linked to the object, or to reference the existing data. + * The flag tells adduplicate() whether to copy data linked to the object, or to reference the existing data. * U.dupflag for default operations or you can construct a flag as python does * if the dupflag is 0 then no data will be copied (linked duplicate) */ diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c index 6bab677fb61..659c9a6c2e6 100644 --- a/source/blender/editors/space_view3d/view3d_fly.c +++ b/source/blender/editors/space_view3d/view3d_fly.c @@ -345,7 +345,7 @@ static bool initFlyInfo(bContext *C, FlyInfo *fly, wmOperator *op, const wmEvent fly->rv3d->rflag |= RV3D_NAVIGATING; /* so we draw the corner margins */ - /* detect weather to start with Z locking */ + /* detect whether to start with Z locking */ upvec[0] = 1.0f; upvec[1] = 0.0f; upvec[2] = 0.0f; diff --git a/source/blender/freestyle/intern/view_map/SteerableViewMap.h b/source/blender/freestyle/intern/view_map/SteerableViewMap.h index 79321cafefe..9af65765fcd 100644 --- a/source/blender/freestyle/intern/view_map/SteerableViewMap.h +++ b/source/blender/freestyle/intern/view_map/SteerableViewMap.h @@ -99,7 +99,7 @@ public: * \param copy * If false, the data is not duplicated, and Canvas deals with the memory management of these * _nbOrientations+1 images. If true, data is copied, and it's up to the caller to delete the images. - * \params iNbLevels + * \param iNbLevels * The number of levels desired for each pyramid. * If iNbLevels == 0, the complete pyramid is built. * \param iSigma diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c index 8115779a7c6..63cf1eeb40d 100644 --- a/source/blender/windowmanager/intern/wm_init_exit.c +++ b/source/blender/windowmanager/intern/wm_init_exit.c @@ -227,7 +227,7 @@ void WM_init(bContext *C, int argc, const char **argv) /* normally 'wm_homefile_read' will do this, * however python is not initialized when called from this function. * - * unlikey any handlers are set but its possible, + * unlikely any handlers are set but its possible, * note that recovering the last session does its own callbacks. */ BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST); } diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index b96d25e04d9..aa082c7ef19 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -468,7 +468,7 @@ bool KX_Dome::ParseWarpMesh(STR_String text) * n3_x n3_y n3_u n3_v n3_i * (...) * First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial - * Tthe next line has the mesh dimensions + * The next line has the mesh dimensions * Rest of the lines are the nodes of the mesh. Each line has x y u v i * (x,y) are the normalized screen coordinates * (u,v) texture coordinates diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h index 04f27360c6b..c638c40d34b 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h @@ -119,7 +119,7 @@ protected: RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo; /** - * Making use of a Strategy desing pattern for storage behavior. + * Making use of a Strategy design pattern for storage behavior. * Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/ int m_storage_type; RAS_IStorage* m_storage;