Cleanup: spelling in comments
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@ -135,7 +135,7 @@ void ANIM_armature_bonecoll_assign_active(const struct bArmature *armature,
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* Reconstruct the bone collection memberships, based on the bone runtime data.
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*
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* This is needed to transition out of armature edit mode. That removes all bones, and
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* recreates them from the editbones.
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* recreates them from the edit-bones.
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*/
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void ANIM_armature_bonecoll_reconstruct(struct bArmature *armature);
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@ -272,7 +272,7 @@ bool ANIM_armature_bonecoll_unassign(BoneCollection *bcoll, Bone *bone)
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{
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bool was_found = false;
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/* Remove membersip from collection. */
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/* Remove membership from collection. */
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LISTBASE_FOREACH_MUTABLE (BoneCollectionMember *, member, &bcoll->bones) {
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if (member->bone == bone) {
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BLI_freelinkN(&bcoll->bones, member);
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@ -342,6 +342,7 @@ static bool any_bone_collection_visible(const ListBase /*BoneCollectionRef*/ *co
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/* TODO: these two functions were originally implemented for armature layers, hence the armature
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* parameters. These should be removed at some point. */
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bool ANIM_bonecoll_is_visible(const struct bArmature * /*armature*/, const struct Bone *bone)
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{
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return any_bone_collection_visible(&bone->runtime.collections);
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@ -2230,7 +2230,7 @@ static bool customdata_merge_internal(const CustomData *source,
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const int src_layer_flag = src_layer.flag;
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if (type != last_type) {
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/* Dont exceed layer count on destination. */
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/* Don't exceed layer count on destination. */
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const int layernum_dst = CustomData_number_of_layers(dest, type);
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current_type_layer_count = layernum_dst;
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max_current_type_layer_count = CustomData_layertype_layers_max(type);
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@ -76,7 +76,7 @@ bool BM_mesh_validate(BMesh *bm)
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ERRMSG("edge %d: duplicate index: %d", i, BM_elem_index_get(e->v1));
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}
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/* build edgehash at the same time */
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/* Build edge-hash at the same time. */
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edge_hash.add_or_modify(
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{BM_elem_index_get(e->v1), BM_elem_index_get(e->v2)},
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[&](BMEdge **value) { *value = e; },
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@ -1273,8 +1273,9 @@ float4 utility_tx_sample_lut(sampler2DArray util_tx, float2 uv, float layer)
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/* Sample LTC or BSDF LUTs with `cos_theta` and `roughness` as inputs. */
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float4 utility_tx_sample_lut(sampler2DArray util_tx, float cos_theta, float roughness, float layer)
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{
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/* LUTs are parametrized by `sqrt(1.0 - cos_theta)` for more precision near grazing incidence. */
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vec2 coords = vec2(roughness, sqrt(clamp(1.0 - cos_theta, 0.0, 1.0)));
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/* LUTs are parameterized by `sqrt(1.0 - cos_theta)` for more precision near grazing incidence.
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*/
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vec2 coords = vec2(roughness, sqrt(saturate(1.0 - cos_theta)));
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return utility_tx_sample_lut(util_tx, coords, layer);
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}
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@ -434,10 +434,12 @@ void ED_armature_edit_transform_mirror_update(Object *obedit)
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/** \name Armature EditMode Conversions
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* \{ */
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/** Copy the bone collection membership info from the bones to the ebones.
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/**
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* Copy the bone collection membership info from the bones to the edit-bones.
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*
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* Operations on eBones (like subdividing, extruding, etc.) will have to deal
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* with collection assignments of those eBones as well. */
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* Operations on edit-bones (like subdividing, extruding, etc.) will have to deal
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* with collection assignments of those edit-bones as well.
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*/
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static void copy_bonecollection_membership(EditBone *eBone, const Bone *bone)
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{
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BLI_assert(BLI_listbase_is_empty(&eBone->bone_collections));
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@ -1014,7 +1014,8 @@ inline float2x2 operator-(float2x2 a)
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/* SSBO Vertex Fetch Mode. */
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#ifdef MTL_SSBO_VERTEX_FETCH
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/* Enabled when geometry is passed via raw buffer bindings, rather than using
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/**
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* Enabled when geometry is passed via raw buffer bindings, rather than using
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* vertex assembly in the vertex-descriptor.
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*
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* To describe the layout of input attribute data, we will generate uniforms (defaulting to 0)
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@ -1101,13 +1102,13 @@ inline float degrees(float rad)
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#define select(A, B, C) mix(A, B, C)
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/* Type conversions and type truncations. */
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/* Type conversions and type truncation. */
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inline float4 to_float4(float3 val)
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{
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return float4(val, 1.0);
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}
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/* Type conversions and type truncations (Utility Functions). */
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/* Type conversions and type truncation (Utility Functions). */
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inline float3x3 mat4_to_mat3(float4x4 matrix)
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{
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return float3x3(matrix[0].xyz, matrix[1].xyz, matrix[2].xyz);
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@ -98,12 +98,12 @@ class VKFrameBuffer : public FrameBuffer {
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int color_attachment,
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VkImageLayout requested_layout);
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/**
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* Ensure that the size of the framebuffer matches the first attachment resolution.
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* Ensure that the size of the frame-buffer matches the first attachment resolution.
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*
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* Frame buffers attachments are updated when actually used as the image layout has to be
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* correct. After binding framebuffers the layout of images can still be modified.
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* correct. After binding frame-buffers the layout of images can still be modified.
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*
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* But for correct behavior of blit/clear operation the size of the framebuffer should be
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* But for correct behavior of blit/clear operation the size of the frame-buffer should be
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* set, when activating the frame buffer.
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*/
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void update_size();
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@ -1704,7 +1704,7 @@ static void rna_def_armature_edit_bones(BlenderRNA *brna, PropertyRNA *cprop)
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RNA_def_parameter_clear_flags(parm, PROP_THICK_WRAP, ParameterFlag(0));
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}
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/** Armature.collections collection-of-bonecollections interface. */
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/** Armature.collections collection-of-bone-collections interface. */
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static void rna_def_armature_collections(BlenderRNA *brna, PropertyRNA *cprop)
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{
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StructRNA *srna;
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@ -94,6 +94,7 @@ dict_custom = {
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"deduplication",
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"defocus",
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"defragment",
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"defragmented",
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"defragmenting",
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"degeneracies",
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"deletable",
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@ -109,6 +110,7 @@ dict_custom = {
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"derivates",
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"desaturate",
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"designator",
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"despeckle",
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"despeckled",
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"destructor",
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"destructors",
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@ -310,6 +312,7 @@ dict_custom = {
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"schemas",
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"scrollable",
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"serializers",
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"shadowless",
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"sharpnesses",
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"sidedness",
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"simplices",
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@ -412,6 +415,7 @@ dict_custom = {
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"unmute",
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"unnormalize",
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"unnormalized",
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"unoccluded",
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"unoptimized",
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"unparameterized",
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"unparsed",
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