Cleanup: misc spelling fixes in variable names & defines

T68045 by @luzpaz
This commit is contained in:
Campbell Barton 2019-08-01 17:32:42 +10:00
parent 46c22f33b2
commit 502c2c233d
7 changed files with 26 additions and 25 deletions

View File

@ -258,7 +258,7 @@ static float _final_mass(Object *ob, BodyPoint *bp)
/* just an ID here to reduce the prob for killing objects
* ob->sumohandle points to we should not kill :)
*/
static const int CCD_SAVETY = 190561;
static const int CCD_SAFETY = 190561;
typedef struct ccdf_minmax {
float minx, miny, minz, maxx, maxy, maxz;
@ -269,7 +269,7 @@ typedef struct ccd_Mesh {
const MVert *mvert;
const MVert *mprevvert;
const MVertTri *tri;
int savety;
int safety;
ccdf_minmax *mima;
/* Axis Aligned Bounding Box AABB */
float bbmin[3];
@ -298,7 +298,7 @@ static ccd_Mesh *ccd_mesh_make(Object *ob)
pccd_M = MEM_mallocN(sizeof(ccd_Mesh), "ccd_Mesh");
pccd_M->mvert_num = cmd->mvert_num;
pccd_M->tri_num = cmd->tri_num;
pccd_M->savety = CCD_SAVETY;
pccd_M->safety = CCD_SAFETY;
pccd_M->bbmin[0] = pccd_M->bbmin[1] = pccd_M->bbmin[2] = 1e30f;
pccd_M->bbmax[0] = pccd_M->bbmax[1] = pccd_M->bbmax[2] = -1e30f;
pccd_M->mprevvert = NULL;
@ -486,7 +486,8 @@ static void ccd_mesh_update(Object *ob, ccd_Mesh *pccd_M)
static void ccd_mesh_free(ccd_Mesh *ccdm)
{
if (ccdm && (ccdm->savety == CCD_SAVETY)) { /*make sure we're not nuking objects we don't know*/
/* Make sure we're not nuking objects we don't know. */
if (ccdm && (ccdm->safety == CCD_SAFETY)) {
MEM_freeN((void *)ccdm->mvert);
MEM_freeN((void *)ccdm->tri);
if (ccdm->mprevvert) {

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@ -568,7 +568,7 @@ void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph,
bool do_sky,
bool is_persp,
const char *viewname,
const bool do_color_managment,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void ED_view3d_draw_setup_view(struct wmWindow *win,

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@ -2138,7 +2138,7 @@ static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader)
bool GPU_pass_compile(GPUPass *pass, const char *shname)
{
bool sucess = true;
bool success = true;
if (!pass->compiled) {
GPUShader *shader = GPU_shader_create(
pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
@ -2146,7 +2146,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
/* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
* We need to make sure to count active samplers to avoid undefined behavior. */
if (!gpu_pass_shader_validate(pass, shader)) {
sucess = false;
success = false;
if (shader != NULL) {
fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
GPU_shader_free(shader);
@ -2169,7 +2169,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
MEM_SAFE_FREE(pass->binary.content);
}
return sucess;
return success;
}
void GPU_pass_release(GPUPass *pass)

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@ -733,7 +733,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
void GPU_material_compile(GPUMaterial *mat)
{
bool sucess;
bool success;
BLI_assert(mat->status == GPU_MAT_QUEUED);
BLI_assert(mat->pass);
@ -741,12 +741,12 @@ void GPU_material_compile(GPUMaterial *mat)
/* NOTE: The shader may have already been compiled here since we are
* sharing GPUShader across GPUMaterials. In this case it's a no-op. */
#ifndef NDEBUG
sucess = GPU_pass_compile(mat->pass, mat->name);
success = GPU_pass_compile(mat->pass, mat->name);
#else
sucess = GPU_pass_compile(mat->pass, __func__);
success = GPU_pass_compile(mat->pass, __func__);
#endif
if (sucess) {
if (success) {
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
mat->status = GPU_MAT_SUCCESS;

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@ -324,7 +324,7 @@ struct IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim,
IMB_Timecode_Type tcs_in_use,
IMB_Proxy_Size proxy_sizes_in_use,
int quality,
const bool overwite,
const bool overwrite,
struct GSet *file_list);
/* will rebuild all used indices and proxies at once */

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@ -387,12 +387,12 @@ typedef struct bNodeLink {
#define NTREE_QUALITY_LOW 2
/* tree->chunksize */
#define NTREE_CHUNCKSIZE_32 32
#define NTREE_CHUNCKSIZE_64 64
#define NTREE_CHUNCKSIZE_128 128
#define NTREE_CHUNCKSIZE_256 256
#define NTREE_CHUNCKSIZE_512 512
#define NTREE_CHUNCKSIZE_1024 1024
#define NTREE_CHUNKSIZE_32 32
#define NTREE_CHUNKSIZE_64 64
#define NTREE_CHUNKSIZE_128 128
#define NTREE_CHUNKSIZE_256 256
#define NTREE_CHUNKSIZE_512 512
#define NTREE_CHUNKSIZE_1024 1024
/* the basis for a Node tree, all links and nodes reside internal here */
/* only re-usable node trees are in the library though,

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@ -89,12 +89,12 @@ static const EnumPropertyItem node_quality_items[] = {
};
static const EnumPropertyItem node_chunksize_items[] = {
{NTREE_CHUNCKSIZE_32, "32", 0, "32x32", "Chunksize of 32x32"},
{NTREE_CHUNCKSIZE_64, "64", 0, "64x64", "Chunksize of 64x64"},
{NTREE_CHUNCKSIZE_128, "128", 0, "128x128", "Chunksize of 128x128"},
{NTREE_CHUNCKSIZE_256, "256", 0, "256x256", "Chunksize of 256x256"},
{NTREE_CHUNCKSIZE_512, "512", 0, "512x512", "Chunksize of 512x512"},
{NTREE_CHUNCKSIZE_1024, "1024", 0, "1024x1024", "Chunksize of 1024x1024"},
{NTREE_CHUNKSIZE_32, "32", 0, "32x32", "Chunksize of 32x32"},
{NTREE_CHUNKSIZE_64, "64", 0, "64x64", "Chunksize of 64x64"},
{NTREE_CHUNKSIZE_128, "128", 0, "128x128", "Chunksize of 128x128"},
{NTREE_CHUNKSIZE_256, "256", 0, "256x256", "Chunksize of 256x256"},
{NTREE_CHUNKSIZE_512, "512", 0, "512x512", "Chunksize of 512x512"},
{NTREE_CHUNKSIZE_1024, "1024", 0, "1024x1024", "Chunksize of 1024x1024"},
{0, NULL, 0, NULL, NULL},
};
#endif