Cleanup: warnings, typos

This commit is contained in:
Campbell Barton 2014-10-29 14:11:19 +01:00
parent 5c633d3ba0
commit 133f79e449
35 changed files with 40 additions and 40 deletions

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@ -684,7 +684,7 @@ void ShaderGraph::bump_from_displacement()
* different shifted coordinates.
*
* these 3 displacement values are then fed into the bump node, which will
* output the the perturbed normal. */
* output the perturbed normal. */
ShaderInput *displacement_in = output()->input("Displacement");

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@ -336,7 +336,7 @@ protected:
GHOST_TSuccess releaseNativeHandles();
/** The the of drawing context installed in this window. */
/** The drawing context installed in this window. */
GHOST_TDrawingContextType m_drawingContextType;
/** The window user data */

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@ -41,7 +41,7 @@
* An object with reference counting.
* Base class for objects with reference counting.
* When a shared object is ceated, it has reference count == 1.
* If the the reference count of a shared object reaches zero, the object self-destructs.
* If the reference count of a shared object reaches zero, the object self-destructs.
* The default destructor of this object has been made protected on purpose.
* This disables the creation of shared objects on the stack.
*
@ -72,7 +72,7 @@ public:
/**
* Decreases the reference count of this object.
* If the the reference count reaches zero, the object self-destructs.
* If the reference count reaches zero, the object self-destructs.
* @return the new reference count.
*/
inline virtual int decRef();

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@ -64,7 +64,7 @@ extern int MEM_RefCountedIncRef(MEM_TRefCountedObjectPtr shared);
/**
* Decreases the reference count of this object.
* If the the reference count reaches zero, the object self-destructs.
* If the reference count reaches zero, the object self-destructs.
* @param shared The object to query.
* @return The new reference count.
*/

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@ -676,7 +676,7 @@ AviError AVI_open_movie(const char *name, AviMovie *movie)
* instead of an offset from the movie beginning... this is...
* wacky, but we need to handle it. The wacky offset always
* starts at movi_offset it seems... so we'll check that.
* Note the the offset needs an extra 4 bytes for some
* Note the offset needs an extra 4 bytes for some
* undetermined reason */
if (movie->entries[0].Offset == movie->movi_offset)

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@ -106,7 +106,7 @@ void BKE_keyingsets_free(struct ListBase *list);
/* ************************************* */
/* Path Fixing API */
/* Fix all the paths for the the given ID + Action */
/* Fix all the paths for the given ID + Action */
void BKE_action_fix_paths_rename(struct ID *owner_id, struct bAction *act, const char *prefix, const char *oldName,
const char *newName, int oldSubscript, int newSubscript, bool verify_paths);

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@ -1662,7 +1662,7 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected
if (pchanw.prop) {
pchanw.prop = IDP_CopyProperty(pchanw.prop);
/* use the values from the the existing props */
/* use the values from the existing props */
if (pchan->prop) {
IDP_SyncGroupValues(pchanw.prop, pchan->prop);
}

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@ -401,7 +401,7 @@ static void rigidbody_validate_sim_shape(Object *ob, bool rebuild)
height = size[2];
}
else if (rbo->shape == RB_SHAPE_SPHERE) {
/* take radius to the the largest dimension to try and encompass everything */
/* take radius to the largest dimension to try and encompass everything */
radius = MAX3(size[0], size[1], size[2]);
}
@ -483,7 +483,7 @@ void BKE_rigidbody_calc_volume(Object *ob, float *r_vol)
height = size[2];
}
else if (rbo->shape == RB_SHAPE_SPHERE) {
/* take radius to the the largest dimension to try and encompass everything */
/* take radius to the largest dimension to try and encompass everything */
radius = max_fff(size[0], size[1], size[2]) * 0.5f;
}

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@ -3349,7 +3349,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
build_bps_springlist(ob); /* scan for springs attached to bodypoints ONCE */
/* insert *other second order* springs if desired */
if (sb->secondspring > 0.0000001f) {
add_2nd_order_springs(ob, sb->secondspring); /* exploits the the first run of build_bps_springlist(ob);*/
add_2nd_order_springs(ob, sb->secondspring); /* exploits the first run of build_bps_springlist(ob);*/
build_bps_springlist(ob); /* yes we need to do it again*/
}
springs_from_mesh(ob); /* write the 'rest'-length of the springs */

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@ -1580,7 +1580,7 @@ void BLI_make_existing_file(const char *name)
char di[FILE_MAX];
BLI_split_dir_part(name, di, sizeof(di));
/* make if if the dir doesn't exist */
/* make if the dir doesn't exist */
BLI_dir_create_recursive(di);
}

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@ -1149,7 +1149,7 @@ BMEdge *BM_vert_collapse_edge(BMesh *bm, BMEdge *e_kill, BMVert *v_kill,
* </pre>
*
* \param e The edge to split.
* \param v One of the vertices in \a e and defines the the "from" end of the splitting operation,
* \param v One of the vertices in \a e and defines the "from" end of the splitting operation,
* the new vertex will be \a fac of the way from \a v to the other end.
* \param r_e The newly created edge.
* \return The new vertex.

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@ -448,7 +448,7 @@ bool BM_verts_in_face(BMFace *f, BMVert **varr, int len)
}
/**
* Returns whether or not a given edge is is part of a given face.
* Returns whether or not a given edge is part of a given face.
*/
bool BM_edge_in_face(BMEdge *e, BMFace *f)
{

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@ -36,7 +36,7 @@ BLI_INLINE bool BM_vert_in_edge(const BMEdge *e, const BMVert *v)
}
/**
* Returns whether or not a given edge is is part of a given loop.
* Returns whether or not a given edge is part of a given loop.
*/
BLI_INLINE bool BM_edge_in_loop(const BMEdge *e, const BMLoop *l)
{

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@ -180,7 +180,7 @@ void *BMW_walk(BMWalker *walker)
* \brief Current Walker State
*
* Returns the first state from the walker state
* worklist. This state is the the next in the
* worklist. This state is the next in the
* worklist for processing.
*/
void *BMW_current_state(BMWalker *walker)

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@ -738,7 +738,7 @@ static void *bmw_LoopWalker_step(BMWalker *walker)
(owalk.is_single == false && vert_edge_tot > 2) ||
/* initial edge was a boundary, so is this edge and vertex is only apart of this face
* this lets us walk over the the boundary of an ngon which is handy */
* this lets us walk over the boundary of an ngon which is handy */
(owalk.is_single == true && vert_edge_tot == 2 && BM_edge_is_boundary(e)))
{
/* find next boundary edge in the fan */

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@ -39,7 +39,7 @@
/* This is what runs when pressing the F key
* doing the best thing here isn't always easy create vs dissolve, its nice to support
* but it it _really_ gives issues we might have to not call dissolve. - campbell
* but it _really_ gives issues we might have to not call dissolve. - campbell
*/
void bmo_contextual_create_exec(BMesh *bm, BMOperator *op)
{

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@ -115,7 +115,7 @@ void bmo_similar_faces_exec(BMesh *bm, BMOperator *op)
num_total = BM_mesh_elem_count(bm, BM_FACE);
/*
* The first thing to do is to iterate through all the the selected items and mark them since
* The first thing to do is to iterate through all the selected items and mark them since
* they will be in the selection anyway.
* This will increase performance, (especially when the number of originally selected faces is high)
* so the overall complexity will be less than $O(mn)$ where is the total number of selected faces,

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@ -787,7 +787,7 @@ static void offset_on_edge_between(BevelParams *bp, EdgeHalf *e1, EdgeHalf *e2,
* be on emid if that does a better job of keeping offsets at the user spec.
* Viewed from the vertex normal side, the CCW order of the edges is e1, emid, e2.
* The offset lines may not meet exactly: the lines may be angled so that they can't meet.
* In that case, pick the the offset_on_edge_between. */
* In that case, pick the offset_on_edge_between. */
static void offset_in_two_planes(BevelParams *bp, EdgeHalf *e1, EdgeHalf *e2, EdgeHalf *emid,
BMVert *v, float meetco[3])
{
@ -1387,7 +1387,7 @@ static void set_bound_vert_seams(BevVert *bv)
}
/* Make a circular list of BoundVerts for bv, each of which has the coordinates
* of a vertex on the the boundary of the beveled vertex bv->v.
* of a vertex on the boundary of the beveled vertex bv->v.
* This may adjust some EdgeHalf widths, and there might have to be
* a subsequent pass to make the widths as consistent as possible.
* The first time through, construct will be true and we are making the BoundVerts

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@ -60,7 +60,7 @@ void ConvertDepthToRadiusOperation::initExecution()
this->m_inputOperation = this->getInputSocketReader(0);
float focalDistance = determineFocalDistance();
if (focalDistance == 0.0f) focalDistance = 1e10f; /* if the dof is 0.0 then set it be be far away */
if (focalDistance == 0.0f) focalDistance = 1e10f; /* if the dof is 0.0 then set it to be far away */
this->m_inverseFocalDistance = 1.0f / focalDistance;
this->m_aspect = (this->getWidth() > this->getHeight()) ? (this->getHeight() / (float)this->getWidth()) : (this->getWidth() / (float)this->getHeight());
this->m_aperture = 0.5f * (this->m_cam_lens / (this->m_aspect * cam_sensor)) / this->m_fStop;

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@ -1255,7 +1255,7 @@ static size_t animfilter_nla(bAnimContext *UNUSED(ac), ListBase *anim_data, bDop
first = adt->nla_tracks.last;
}
else {
/* first track to include will the the first one (as per normal) */
/* first track to include will the first one (as per normal) */
first = adt->nla_tracks.first;
}

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@ -724,7 +724,7 @@ static void paste_animedit_keys_fcurve(FCurve *fcu, tAnimCopybufItem *aci, float
}
}
/* just start pasting, with the the first keyframe on the current frame, and so on */
/* just start pasting, with the first keyframe on the current frame, and so on */
for (i = 0, bezt = aci->bezt; i < aci->totvert; i++, bezt++) {
/* temporarily apply offset to src beztriple while copying */
bezt->vec[0][0] += offset;

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@ -1698,7 +1698,7 @@ int sk_detectCommandGesture(bContext *UNUSED(C), SK_Gesture *gest, SK_Sketch *UN
if (gest->nb_segments > 2 && gest->nb_intersections == 2 && gest->nb_self_intersections == 1) {
SK_Intersection *isect, *self_isect;
/* get the the last intersection of the first pair */
/* get the last intersection of the first pair */
for (isect = gest->intersections.first; isect; isect = isect->next) {
if (isect->stroke == isect->next->stroke) {
isect = isect->next;

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@ -595,7 +595,7 @@ void POSE_OT_flip_names(wmOperatorType *ot)
/* identifiers */
ot->name = "Flip Names";
ot->idname = "POSE_OT_flip_names";
ot->description = "Flips (and corrects) the axis suffixes of the the names of selected bones";
ot->description = "Flips (and corrects) the axis suffixes of the names of selected bones";
/* api callbacks */
ot->exec = pose_flip_names_exec;

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@ -233,7 +233,7 @@ short bezt_selmap_flush(KeyframeEditData *ked, struct BezTriple *bezt);
/* ----------- BezTriple Callback (Assorted Utilities) ---------- */
/* used to calculate the the average location of all relevant BezTriples by summing their locations */
/* used to calculate the average location of all relevant BezTriples by summing their locations */
short bezt_calc_average(KeyframeEditData *ked, struct BezTriple *bezt);
/* used to extract a set of cfra-elems from the keyframes */

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@ -412,7 +412,7 @@ int ED_operator_posemode_exclusive(bContext *C)
}
/* allows for pinned pose objects to be used in the object buttons
* and the the non-active pose object to be used in the 3D view */
* and the non-active pose object to be used in the 3D view */
int ED_operator_posemode_context(bContext *C)
{
Object *obpose = ED_pose_object_from_context(C);

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@ -3179,7 +3179,7 @@ static void project_paint_begin(ProjPaintState *ps)
}
/* If this border is not added we get artifacts for faces that
* have a parallel edge and at the bounds of the the 2D projected verts eg
* have a parallel edge and at the bounds of the 2D projected verts eg
* - a single screen aligned quad */
projMargin = (ps->screenMax[0] - ps->screenMin[0]) * 0.000001f;
ps->screenMax[0] += projMargin;

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@ -2636,7 +2636,7 @@ static void UVsToTransData(SpaceImage *sima, TransData *td, TransData2D *td2d, f
/* uv coords are scaled by aspects. this is needed for rotations and
* proportional editing to be consistent with the stretched uv coords
* that are displayed. this also means that for display and numinput,
* and when the the uv coords are flushed, these are converted each time */
* and when the uv coords are flushed, these are converted each time */
td2d->loc[0] = uv[0] * aspx;
td2d->loc[1] = uv[1] * aspy;
td2d->loc[2] = 0.0f;
@ -6798,7 +6798,7 @@ static void MaskPointToTransData(Scene *scene, MaskSplinePoint *point,
/* CV coords are scaled by aspects. this is needed for rotations and
* proportional editing to be consistent with the stretched CV coords
* that are displayed. this also means that for display and numinput,
* and when the the CV coords are flushed, these are converted each time */
* and when the CV coords are flushed, these are converted each time */
mul_v2_m3v2(td2d->loc, parent_matrix, bezt->vec[i]);
td2d->loc[0] *= asp[0];
td2d->loc[1] *= asp[1];

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@ -182,7 +182,7 @@ static void init_camera(Render *re)
{
// It is assumed that imported meshes are in the camera coordinate system.
// Therefore, the view point (i.e., camera position) is at the origin, and
// the the model-view matrix is simply the identity matrix.
// the model-view matrix is simply the identity matrix.
freestyle_viewpoint[0] = 0.0;
freestyle_viewpoint[1] = 0.0;

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@ -101,7 +101,7 @@ public:
return _internalIterator.isBegin();
}
/*! Returns true if the current ViewEdge is is coming towards the iteration vertex. False otherwise. */
/*! Returns true if the current ViewEdge is coming towards the iteration vertex. False otherwise. */
bool isIncoming() const;
/*! Returns a *pointer* to the pointed ViewEdge. */

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@ -497,7 +497,7 @@ void FEdgeXDetector::ProcessRidgeFace(WXFace *iFace)
}
}
}
// Once we have K1 along the the ppal direction compute the derivative : K1b - K1a put it in DotP
// Once we have K1 along the ppal direction compute the derivative : K1b - K1a put it in DotP
//real d = fabs(K1_b) - fabs(K1_a);
real d = 0;
real threshold = _meanK1 + (_maxK1 - _meanK1) / 7.0;

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@ -57,7 +57,7 @@ typedef struct bActionActuator {
short blendin; /* Number of frames of blending */
short priority; /* Execution priority */
short layer; /* Animation layer */
short end_reset; /* Ending the actuator (negative pulse) wont reset the the action to its starting frame */
short end_reset; /* Ending the actuator (negative pulse) wont reset the action to its starting frame */
short strideaxis; /* Displacement axis */
short blend_mode; /* Layer blending mode */
float stridelength; /* Displacement incurred by cycle */ // not in use

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@ -92,7 +92,7 @@
*
* While writing a file, the names of a struct is indicated with a type number,
* to be found with: ``type = DNA_struct_find_nr(SDNA *, const char *)``
* The value of ``type`` corresponds with the the index within the structs array
* The value of ``type`` corresponds with the index within the structs array
*
* For the moment: the complete DNA file is included in a .blend file. For
* the future we can think of smarter methods, like only included the used

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@ -1150,7 +1150,7 @@ static char *rna_def_property_lookup_int_func(FILE *f, StructRNA *srna, Property
const char *manualfunc, const char *nextfunc)
{
/* note on indices, this is for external functions and ignores skipped values.
* so the the index can only be checked against the length when there is no 'skip' function. */
* so the index can only be checked against the length when there is no 'skip' function. */
char *func;
if (prop->flag & PROP_IDPROPERTY && manualfunc == NULL)

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@ -49,7 +49,7 @@ PyDoc_STRVAR(bpy_bm_geometry_intersect_face_point_doc,
" :type face: :class:`bmesh.types.BMFace`\n"
" :arg point: The point to test.\n"
" :type point: float triplet\n"
" :return: True when the the point is in the face.\n"
" :return: True when the point is in the face.\n"
" :rtype: bool\n"
);
static PyObject *bpy_bm_geometry_intersect_face_point(BPy_BMFace *UNUSED(self), PyObject *args)

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@ -298,8 +298,8 @@ static void playanim_toscreen(PlayState *ps, PlayAnimPict *picture, struct ImBuf
glRasterPos2f(offs_x + (ps->draw_flip[0] ? span_x : 0.0f),
offs_y + (ps->draw_flip[1] ? span_y : 0.0f));
glPixelZoom(ps->zoom * ps->draw_flip[0] ? -1.0f : 1.0f,
ps->zoom * ps->draw_flip[1] ? -1.0f : 1.0f);
glPixelZoom(ps->zoom * (ps->draw_flip[0] ? -1.0f : 1.0f),
ps->zoom * (ps->draw_flip[1] ? -1.0f : 1.0f));
glDrawPixels(ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);