Cleanup: fix typos in source code in intern/

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D13532
This commit is contained in:
Brecht Van Lommel 2022-01-05 15:09:53 +01:00
parent 29ab711efa
commit 86141a75eb
15 changed files with 19 additions and 19 deletions

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@ -41,8 +41,8 @@ class GHOST_Window : public GHOST_IWindow {
* Constructor. * Constructor.
* Creates a new window and opens it. * Creates a new window and opens it.
* To check if the window was created properly, use the getValid() method. * To check if the window was created properly, use the getValid() method.
* \param width: The width the window. * \param width: The width of the window.
* \param height: The height the window. * \param height: The height of the window.
* \param state: The state the window is initially opened with. * \param state: The state the window is initially opened with.
* \param wantStereoVisual: Stereo visual for quad buffered stereo. * \param wantStereoVisual: Stereo visual for quad buffered stereo.
* \param exclusive: Use to show the window ontop and ignore others (used full-screen). * \param exclusive: Use to show the window ontop and ignore others (used full-screen).

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@ -196,12 +196,12 @@ void IK_QJacobian::InvertSDLS()
// Compute the dampeds least squeares pseudo inverse of J. // Compute the dampeds least squeares pseudo inverse of J.
// //
// Since J is usually not invertible (most of the times it's not even // Since J is usually not invertible (most of the times it's not even
// square), the psuedo inverse is used. This gives us a least squares // square), the pseudo inverse is used. This gives us a least squares
// solution. // solution.
// //
// This is fine when the J*Jt is of full rank. When J*Jt is near to // This is fine when the J*Jt is of full rank. When J*Jt is near to
// singular the least squares inverse tries to minimize |J(dtheta) - dX)| // singular the least squares inverse tries to minimize |J(dtheta) - dX)|
// and doesn't try to minimize dTheta. This results in eratic changes in // and doesn't try to minimize dTheta. This results in erratic changes in
// angle. The damped least squares minimizes |dtheta| to try and reduce this // angle. The damped least squares minimizes |dtheta| to try and reduce this
// erratic behavior. // erratic behavior.
// //
@ -323,7 +323,7 @@ void IK_QJacobian::InvertDLS()
// least squares solution. This is fine when the m_jjt is // least squares solution. This is fine when the m_jjt is
// of full rank. When m_jjt is near to singular the least squares // of full rank. When m_jjt is near to singular the least squares
// inverse tries to minimize |J(dtheta) - dX)| and doesn't // inverse tries to minimize |J(dtheta) - dX)| and doesn't
// try to minimize dTheta. This results in eratic changes in angle. // try to minimize dTheta. This results in erratic changes in angle.
// Damped least squares minimizes |dtheta| to try and reduce this // Damped least squares minimizes |dtheta| to try and reduce this
// erratic behavior. // erratic behavior.

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@ -178,7 +178,7 @@ bool AutoTrack::TrackMarker(Marker* tracked_marker,
return false; return false;
} }
// Store original position befoer tracking, so we can claculate offset later. // Store original position before tracking, so we can claculate offset later.
Vec2f original_center = tracked_marker->center; Vec2f original_center = tracked_marker->center;
// Do the tracking! // Do the tracking!

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@ -239,7 +239,7 @@
// Check what is the latest C++ specification the compiler supports. // Check what is the latest C++ specification the compiler supports.
// //
// NOTE: Use explicit definition here to avoid expansion-to-defined warning from // NOTE: Use explicit definition here to avoid expansion-to-defined warning from
// being geenrated. While this will most likely a false-positive warning in this // being generated. While this will most likely a false-positive warning in this
// particular case, that warning might be helpful to catch errors elsewhere. // particular case, that warning might be helpful to catch errors elsewhere.
// C++11 check. // C++11 check.

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@ -25,7 +25,7 @@
namespace libmv { namespace libmv {
// A vector of elements with fixed lenght and deep copy semantics. // A vector of elements with fixed length and deep copy semantics.
template <typename T, int N> template <typename T, int N>
class Tuple { class Tuple {
public: public:

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@ -38,7 +38,7 @@ namespace libmv {
// The 2-point algorithm solves for the rotation of the camera with a single // The 2-point algorithm solves for the rotation of the camera with a single
// focal length (4 degrees of freedom). // focal length (4 degrees of freedom).
// //
// Compute from 1 to 3 possible focal lenght for 2 point correspondences. // Compute from 1 to 3 possible focal length for 2 point correspondences.
// Suppose that the cameras share the same optical center and focal lengths: // Suppose that the cameras share the same optical center and focal lengths:
// //
// Image 1 => H*x = x' => Image 2 // Image 1 => H*x = x' => Image 2

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@ -261,7 +261,7 @@ Mat3 RotationRodrigues(const Vec3& axis);
// positive z-axis, and y is oriented close to up. // positive z-axis, and y is oriented close to up.
Mat3 LookAt(Vec3 center); Mat3 LookAt(Vec3 center);
// Return a diagonal matrix from a vector containg the diagonal values. // Return a diagonal matrix from a vector containing the diagonal values.
template <typename TVec> template <typename TVec>
inline Mat Diag(const TVec& x) { inline Mat Diag(const TVec& x) {
return x.asDiagonal(); return x.asDiagonal();

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@ -50,7 +50,7 @@ int SolveCubicPolynomial(Real a, Real b, Real c, Real* x0, Real* x1, Real* x2) {
Real CQ3 = 2916 * q * q * q; Real CQ3 = 2916 * q * q * q;
if (R == 0 && Q == 0) { if (R == 0 && Q == 0) {
// Tripple root in one place. // Triple root in one place.
*x0 = *x1 = *x2 = -a / 3; *x0 = *x1 = *x2 = -a / 3;
return 3; return 3;

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@ -41,7 +41,7 @@
class MEM_RefCounted { class MEM_RefCounted {
public: public:
/** /**
* Constructs a a shared object. * Constructs a shared object.
*/ */
MEM_RefCounted() : m_refCount(1) MEM_RefCounted() : m_refCount(1)
{ {

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@ -234,7 +234,7 @@
// Check what is the latest C++ specification the compiler supports. // Check what is the latest C++ specification the compiler supports.
// //
// NOTE: Use explicit definition here to avoid expansion-to-defined warning from // NOTE: Use explicit definition here to avoid expansion-to-defined warning from
// being geenrated. While this will most likely a false-positive warning in this // being generated. While this will most likely a false-positive warning in this
// particular case, that warning might be helpful to catch errors elsewhere. // particular case, that warning might be helpful to catch errors elsewhere.
// C++11 check. // C++11 check.

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@ -119,7 +119,7 @@ vec4 curvemapping_evaluate_premulRGBF(vec4 col)
/* Using a triangle distribution which gives a more final uniform noise. /* Using a triangle distribution which gives a more final uniform noise.
* See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */ * See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */
/* GPUs are rounding before writting to framebuffer so we center the distribution around 0.0. */ /* GPUs are rounding before writing to framebuffer so we center the distribution around 0.0. */
/* Return triangle noise in [-1..1[ range */ /* Return triangle noise in [-1..1[ range */
float dither_random_value(vec2 co) float dither_random_value(vec2 co)
{ {

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@ -183,7 +183,7 @@ void MeshTopology::setNumFaces(int num_faces)
num_faces_ = num_faces; num_faces_ = num_faces;
// NOTE: Extra element to store fake face past the last real one to make it // NOTE: Extra element to store fake face past the last real one to make it
// possible to calculate number of verticies in the last face. // possible to calculate number of vertices in the last face.
faces_first_vertex_index_.resize(num_faces + 1, 0); faces_first_vertex_index_.resize(num_faces + 1, 0);
} }

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@ -111,7 +111,7 @@ class MeshTopology {
// Pipeline related. // Pipeline related.
// This function is to be called when number of vertices, edges, faces, and // This function is to be called when number of vertices, edges, faces, and
// face-verticies are known. // face-vertices are known.
// //
// Usually is called from the end of topology refiner factory's // Usually is called from the end of topology refiner factory's
// resizeComponentTopology(). // resizeComponentTopology().
@ -162,7 +162,7 @@ class MeshTopology {
int num_faces_; int num_faces_;
// Continuous array of all verticies of all faces: // Continuous array of all vertices of all faces:
// [vertex indices of face 0][vertex indices of face 1] .. [vertex indices of face n]. // [vertex indices of face 0][vertex indices of face 1] .. [vertex indices of face n].
vector<int> face_vertex_indices_; vector<int> face_vertex_indices_;

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@ -135,7 +135,7 @@ typedef struct OpenSubdiv_Converter {
// specified in precalcUVLayer(). // specified in precalcUVLayer().
int (*getNumUVCoordinates)(const struct OpenSubdiv_Converter *converter); int (*getNumUVCoordinates)(const struct OpenSubdiv_Converter *converter);
// For the given face index and its corner (known as loop in Blender) // For the given face index and its corner (known as loop in Blender)
// get corrsponding UV coordinate index. // get corresponding UV coordinate index.
int (*getFaceCornerUVIndex)(const struct OpenSubdiv_Converter *converter, int (*getFaceCornerUVIndex)(const struct OpenSubdiv_Converter *converter,
const int face_index, const int face_index,
const int corner_index); const int corner_index);

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@ -56,7 +56,7 @@ size_t count_utf_8_from_16(const wchar_t *string16)
} }
else { else {
if (u < 0xE000) { if (u < 0xE000) {
/*illigal*/; /*illegal*/;
} }
else { else {
count += 3; count += 3;