Cleanup: spelling

This commit is contained in:
Campbell Barton 2020-08-05 11:49:31 +10:00
parent 7198e9d10e
commit 006698167b
3 changed files with 5 additions and 5 deletions

View File

@ -484,8 +484,8 @@ void ShaderGraph::remove_proxy_nodes()
vector<ShaderInput *> links(output->links);
foreach (ShaderInput *to, links) {
/* remove any autoconvert nodes too if they lead to
* sockets with an automatically set default value */
/* Remove any auto-convert nodes too if they lead to
* sockets with an automatically set default value. */
ShaderNode *tonode = to->parent;
if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {

View File

@ -317,7 +317,7 @@ void transform_motion_decompose(DecomposedTransform *decomp, const Transform *mo
*
* Note that this is very simple and naive implementation, which only deals with degenerated
* scale happening only on one frame. It is possible to improve it further by interpolating
* rotation into s degenerated range using rotation from timesteps from adjacent non-degenerated
* rotation into s degenerated range using rotation from time-steps from adjacent non-degenerated
* time steps. */
for (size_t i = 0; i < size; i++) {
const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);

View File

@ -1618,7 +1618,7 @@ static int prev_adjacent_edge_point_index(const SubdivCCG *subdiv_ccg, const int
return point_index - 1;
}
/* When the point index corresponds to a grid corner, returs the point index which corresponds to
/* When the point index corresponds to a grid corner, returns the point index which corresponds to
* the corner of the adjacent grid, as the adjacent edge has two separate points for each grid
* corner at the middle of the edge. */
static int adjacent_grid_corner_point_index_on_edge(const SubdivCCG *subdiv_ccg,
@ -1650,7 +1650,7 @@ static void neighbor_coords_edge_get(const SubdivCCG *subdiv_ccg,
if (include_duplicates) {
num_duplicates += num_adjacent_faces - 1;
if (is_corner) {
/* When the coord is a grid corner, add an extra duplicate per adajacent grid in all adjacent
/* When the coord is a grid corner, add an extra duplicate per adjacent grid in all adjacent
* faces to the edge. */
num_duplicates += num_adjacent_faces;
}