Cleanup: spelling
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b2d1c4873f
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9e96c6d054
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@ -214,10 +214,10 @@ typedef struct ModifierTypeInfo {
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/********************* Non-deform modifier functions *********************/
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/* For non-deform types: apply the modifier and return a mesh datablock.
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/* For non-deform types: apply the modifier and return a mesh data-block.
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*
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* The mesh argument should always be non-NULL; the modifier should use the
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* passed in mesh datablock rather than object->data, as it contains the mesh
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* passed in mesh data-block rather than object->data, as it contains the mesh
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* with modifier applied up to this point.
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*
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* The modifier may modify and return the mesh argument, but must not free it
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@ -4783,11 +4783,11 @@ void psys_get_dupli_texture(ParticleSystem *psys,
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/* XXX: on checking '(psmd->dm != NULL)'
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* This is incorrect but needed for metaball evaluation.
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* Ideally this would be calculated via the depsgraph, however with metaballs,
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* Ideally this would be calculated via the depsgraph, however with meta-balls,
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* the entire scenes dupli's are scanned, which also looks into uncalculated data.
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*
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* For now just include this workaround as an alternative to crashing,
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* but longer term metaballs should behave in a more manageable way, see: T46622. */
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* but longer term meta-balls should behave in a more manageable way, see: T46622. */
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uv[0] = uv[1] = 0.f;
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@ -716,7 +716,7 @@ static bool ch_is_op(char op)
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/**
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* Helper function for #unit_distribute_negatives to find the next negative to distribute.
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*
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* \note This unecessarily skips the next space if it comes right after the "-"
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* \note This unnecessarily skips the next space if it comes right after the "-"
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* just to make a more predictable output.
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*/
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static char *find_next_negative(const char *str, const char *remaining_str)
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@ -742,7 +742,7 @@ static char *find_next_negative(const char *str, const char *remaining_str)
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/**
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* Helper function for #unit_distribute_negatives to find the next operation, including "-".
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*
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* \note This unecessarily skips the space before the operation character
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* \note This unnecessarily skips the space before the operation character
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* just to make a more predictable output.
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*/
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static char *find_next_op(const char *str, char *remaining_str, int len_max)
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@ -286,7 +286,7 @@ int BLI_task_parallel_thread_id(const TaskParallelTLS *tls);
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* ** Task-Data **
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*
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* Typically you want give a task data to work on.
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* Task data can be shared with other nodes, but be carefull not to free the data multiple times.
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* Task data can be shared with other nodes, but be careful not to free the data multiple times.
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* Task data is freed when calling `BLI_task_graph_free`.
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*
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* MyData *task_data = MEM_callocN(sizeof(MyData), __func__);
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@ -719,10 +719,10 @@ static void non_recursive_bvh_div_nodes_task_cb(void *__restrict userdata,
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refit_kdop_hull(data->tree, parent, parent_leafs_begin, parent_leafs_end);
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split_axis = get_largest_axis(parent->bv);
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/* Save split axis (this can be used on raytracing to speedup the query time) */
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/* Save split axis (this can be used on ray-tracing to speedup the query time) */
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parent->main_axis = split_axis / 2;
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/* Split the childs along the split_axis, note: its not needed to sort the whole leafs array
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/* Split the children along the split_axis, note: its not needed to sort the whole leafs array
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* Only to assure that the elements are partitioned on a way that each child takes the elements
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* it would take in case the whole array was sorted.
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* Split_leafs takes care of that "sort" problem. */
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@ -39,7 +39,7 @@ typedef struct {
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* detect unchanged IDs).
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* Defined when writing the next step (i.e. last undo step has those always false). */
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bool is_identical_future;
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/** Session uuid of the ID being curently written (MAIN_ID_SESSION_UUID_UNSET when not writing
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/** Session UUID of the ID being currently written (MAIN_ID_SESSION_UUID_UNSET when not writing
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* ID-related data). Used to find matching chunks in previous memundo step. */
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uint id_session_uuid;
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} MemFileChunk;
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@ -2890,8 +2890,8 @@ static void direct_link_id_common(
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id->tag = tag;
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if (tag & LIB_TAG_ID_LINK_PLACEHOLDER) {
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/* For placeholder we only need to set the tag and properly init generic ID fieds above, no
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* further data to read. */
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/* For placeholder we only need to set the tag and properly initialize generic ID fields above,
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* no further data to read. */
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return;
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}
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@ -244,7 +244,7 @@ void blo_do_versions_290(FileData *fd, Library *UNUSED(lib), Main *bmain)
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}
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if (!MAIN_VERSION_ATLEAST(bmain, 290, 4)) {
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/* Clear old deprecated bitflag from edit weights modifiers, we now use it for something else.
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/* Clear old deprecated bit-flag from edit weights modifiers, we now use it for something else.
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*/
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LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
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LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
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@ -563,9 +563,9 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata,
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const bool use_depth_shader = use_gpumat && ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED);
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/* HACK: Assume the struct will never be smaller than our variations.
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* This allow us to only keep one ghash and avoid bigger keys comparissons/hashing. */
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* This allow us to only keep one ghash and avoid bigger keys comparisons/hashing. */
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void *key = (char *)ma + is_hair;
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/* Search for other material instances (sharing the same Material datablock). */
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/* Search for other material instances (sharing the same Material data-block). */
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EeveeMaterialCache **emc_p, *emc;
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if (BLI_ghash_ensure_p(pd->material_hash, key, (void ***)&emc_p)) {
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return **emc_p;
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@ -641,7 +641,7 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata,
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/* Search for the same shaders usage in the pass. */
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/* HACK: Assume the struct will never be smaller than our variations.
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* This allow us to only keep one ghash and avoid bigger keys comparissons/hashing. */
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* This allow us to only keep one ghash and avoid bigger keys comparisons/hashing. */
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BLI_assert(option <= 16);
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struct GPUShader *sh = GPU_material_get_shader(gpumat);
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void *cache_key = (char *)sh + option;
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@ -180,7 +180,7 @@ enum {
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/* Material shader cache keys */
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enum {
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/* HACK: This assumes the struct GPUShader will never be smaller than our variations.
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* This allow us to only keep one ghash and avoid bigger keys comparissons/hashing.
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* This allow us to only keep one ghash and avoid bigger keys comparisons/hashing.
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* We combine the GPUShader pointer with the key. */
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KEY_CULL = (1 << 0),
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KEY_REFRACT = (1 << 1),
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@ -215,7 +215,7 @@ void EEVEE_renderpasses_output_init(EEVEE_ViewLayerData *sldata,
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}
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}
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/* Postprocess data to construct a specific renderpass
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/* Post-process data to construct a specific render-pass
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*
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* This method will create a shading group to perform the post-processing for the given
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* `renderpass_type`. The post-processing will be done and the result will be stored in the
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@ -223,7 +223,7 @@ void EEVEE_renderpasses_output_init(EEVEE_ViewLayerData *sldata,
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*
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* Only invoke this function for passes that need post-processing.
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*
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* After invoking this function the active framebuffer is set to `vedata->fbl->renderpass_fb`. */
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* After invoking this function the active frame-buffer is set to `vedata->fbl->renderpass_fb`. */
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void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *UNUSED(sldata),
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EEVEE_Data *vedata,
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eViewLayerEEVEEPassType renderpass_type)
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@ -738,7 +738,7 @@ struct GPUMaterial *EEVEE_material_get(
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}
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/* Meh, implicit option. World probe cannot be deferred because they need
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* to be rendered immediatly. */
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* to be rendered immediately. */
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const bool deferred = (options & VAR_WORLD_PROBE) == 0;
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GPUMaterial *mat = eevee_material_get_ex(scene, ma, wo, options, deferred);
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@ -5086,7 +5086,7 @@ void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph,
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EXTRACT(ibo, edituv_points);
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EXTRACT(ibo, edituv_fdots);
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/* Only create the edge when there are user datas that needs to be inited.
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/* Only create the edge when there is user data that needs to be initialized.
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* The task is still part of the graph so the task_data will be freed when the graph is freed.
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*/
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if (!BLI_listbase_is_empty(&user_data_init_task_data->task_datas)) {
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@ -203,7 +203,7 @@ static void draw_parallel_lines(const ParallelLinesSet *lines,
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immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
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immUniform2fv("viewportSize", &viewport[2]);
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/* -1.0f offset here is because the line is too fat due to the builtin antialiasing.
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/* -1.0f offset here is because the line is too fat due to the builtin anti-aliasing.
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* TODO make a variant or a uniform to toggle it off. */
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immUniform1f("lineWidth", U.pixelsize - 1.0f);
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}
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@ -2540,7 +2540,7 @@ static int make_override_library_exec(bContext *C, wmOperator *op)
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}
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FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
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/* Remove the instance empty from this scene, the items now have an overriden collection
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/* Remove the instance empty from this scene, the items now have an overridden collection
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* instead. */
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ED_object_base_free_and_unlink(bmain, scene, obcollection);
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@ -655,7 +655,7 @@ static int sequencer_add_movie_strip_invoke(bContext *C,
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Scene *scene = CTX_data_scene(C);
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Editing *ed = BKE_sequencer_editing_get(scene, false);
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/* Only enable "use_framerate" if there aren't any existing strips, unless overriden by user. */
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/* Only enable "use_framerate" if there aren't any existing strips, unless overridden by user. */
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if (ed && ed->seqbasep && ed->seqbasep->first) {
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RNA_boolean_set(op->ptr, "use_framerate", false);
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}
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@ -1592,15 +1592,15 @@ class SShape {
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/*! Splits an edge into several edges.
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* The edge's vertices are passed rather than the edge itself. This way, all feature edges
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* (SILHOUETTE, CREASE, BORDER) are splitted in the same time. The processed edges are flagged as
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* done (using the userdata flag).One single new vertex is created whereas several splitted edges
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* (SILHOUETTE, CREASE, BORDER) are split in the same time. The processed edges are flagged as
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* done (using the user-data flag).One single new vertex is created whereas several split edges
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* might created for the different kinds of edges. These new elements are added to the lists
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* maintained by the shape.
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* New chains are also created.
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* ioA
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* The first vertex for the edge that gets splitted
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* The first vertex for the edge that gets split.
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* ioB
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* The second vertex for the edge that gets splitted
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* The second vertex for the edge that gets split.
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* iParameters
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* A vector containing 2D real vectors indicating the parameters giving the intersections
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* coordinates in 3D and in 2D. These intersections points must be sorted from B to A. Each
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@ -304,8 +304,8 @@ void gpu_extensions_init(void)
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GG.context_local_shaders_workaround = GLEW_ARB_get_program_binary;
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}
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/* Special fix for theses specific GPUs. Without thoses workaround, blender crashes on strartup.
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* (see T72098) */
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/* Special fix for theses specific GPUs.
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* Without this workaround, blender crashes on startup. (see T72098) */
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if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
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(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
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GG.mip_render_workaround = true;
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@ -1189,7 +1189,7 @@ typedef enum eColorPicker_Types {
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} eColorPicker_Types;
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/**
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* Timecode display styles
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* Time-code display styles.
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* #UserDef.timecode_style
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*/
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typedef enum eTimecodeStyles {
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@ -228,7 +228,7 @@ static void rna_Fluid_flip_parts_update(Main *bmain, Scene *scene, PointerRNA *p
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bool exists = rna_Fluid_parts_exists(ptr, PART_FLUID_FLIP);
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/* Only create a particle system in liquid domain mode.
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* Remove any remainings of a liquid sim when switching to gas. */
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* Remove any remaining data from a liquid sim when switching to gas. */
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if (mmd->domain->type != FLUID_DOMAIN_TYPE_LIQUID) {
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rna_Fluid_parts_delete(ptr, PART_FLUID_FLIP);
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mmd->domain->particle_type &= ~FLUID_DOMAIN_PARTICLE_FLIP;
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