Cleanup: spelling, correct comments

This commit is contained in:
Campbell Barton 2020-09-11 14:45:42 +10:00
parent 08273adebb
commit d023c4104c
10 changed files with 27 additions and 24 deletions

View File

@ -3014,7 +3014,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
*
* a: never ever make tangent handles (sub) and or (ob)ject to collision.
* b: rather calculate them using some C2
* (C2= continuous in second derivate -> no jump in bending ) condition.
* (C2= continuous in second derivative -> no jump in bending ) condition.
*
* Not too hard to do, but needs some more code to care for;
* some one may want look at it (JOW 2010/06/12). */

View File

@ -2616,9 +2616,9 @@ void print_m4(const char *str, const float m[4][4])
*
* Compute the Single Value Decomposition of an arbitrary matrix A
* That is compute the 3 matrices U,W,V with U column orthogonal (m,n)
* ,W a diagonal matrix and V an orthogonal square matrix s.t.
* A = U.W.Vt. From this decomposition it is trivial to compute the
* (pseudo-inverse) of A as Ainv = V.Winv.tranpose(U).
* ,W a diagonal matrix and V an orthogonal square matrix `s.t.A = U.W.Vt`.
* From this decomposition it is trivial to compute the (pseudo-inverse)
* of `A` as `Ainv = V.Winv.transpose(U)`.
*/
void svd_m4(float U[4][4], float s[4], float V[4][4], float A_[4][4])

View File

@ -7311,8 +7311,8 @@ static void lib_link_all(FileData *fd, Main *bmain)
lib_link_object(&reader, (Object *)id);
break;
case ID_SCR:
/* DO NOT skip screens here,
* 3D viewport may contains pointers to other ID data (like bgpic)! See T41411. */
/* DO NOT skip screens here, 3D viewport may contains pointers
* to other ID data (like #View3D.ob_center)! See T41411. */
lib_link_screen(&reader, (bScreen *)id);
break;
case ID_PA:

View File

@ -41,7 +41,7 @@
* \subsection bm_faces Faces
*
* Faces in BMesh are stored as a circular linked list of loops. Loops store per-face-vertex data
* (amongst other things outlined later in this document), and define the face boundary.
* (among other things outlined later in this document), and define the face boundary.
* \subsection bm_loop The Loop
*
* Loops can be thought of as a *face-corner*, since faces don't reference verts or edges directly.

View File

@ -96,7 +96,7 @@ ListBase *DEG_get_collision_relations(const Depsgraph *graph,
if (hash == nullptr) {
return nullptr;
}
/* Note: nullptr is a valid loolup key here as it means that the relation is not bound to a
/* Note: nullptr is a valid lookup key here as it means that the relation is not bound to a
* specific collection. */
ID *collection_orig = DEG_get_original_id(object_id_safe(collection));
return hash->lookup_default(collection_orig, nullptr);

View File

@ -3640,9 +3640,8 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts)
* degree of the functions used to build the NURB. The
* expression
*
* degree = #knots - #controlpoints + 1 (J Walter piece)
* degree = #knots - #controlpoints (Blender
* implementation)
* `degree = knots - controlpoints + 1` (J Walter piece)
* `degree = knots - controlpoints` (Blender implementation)
* ( this is confusing.... what is true? Another concern
* is that the JW piece allows the curve to become
* explicitly 1st order derivative discontinuous, while
@ -3651,12 +3650,12 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts)
* is an invariant for a single NURB curve. Raising the degree
* of the NURB is done elsewhere; the degree is assumed
* constant during this operation. Degree is a property shared
* by all controlpoints in a curve (even though it is stored
* by all control-points in a curve (even though it is stored
* per control point - this can be misleading).
* Adding a knot is done by searching for the place in the
* knot vector where a certain knot value must be inserted, or
* by picking an appropriate knot value between two existing
* ones. The number of controlpoints that is influenced by the
* ones. The number of control-points that is influenced by the
* insertion depends on the order of the curve. A certain
* minimum number of knots is needed to form high-order
* curves, as can be seen from the equation above. In Blender,

View File

@ -80,8 +80,10 @@
/** \name Constraint Data Accessors
* \{ */
/* If object is in posemode, return active bone constraints, else object constraints. No
* constraints are returned for a bone on an inactive bonelayer. */
/**
* If object is in pose-mode, return active bone constraints, else object constraints.
* No constraints are returned for a bone on an inactive bone-layer.
*/
ListBase *ED_object_constraint_active_list(Object *ob)
{
if (ob == NULL) {
@ -103,8 +105,10 @@ ListBase *ED_object_constraint_active_list(Object *ob)
return NULL;
}
/* Get the constraints for the active pose bone. Bone may be on an inactive bonelayer (unlike
* ED_object_constraint_active_list, such constraints are not excluded here). */
/**
* Get the constraints for the active pose bone. Bone may be on an inactive bone-layer
* (unlike #ED_object_constraint_active_list, such constraints are not excluded here).
*/
ListBase *ED_object_pose_constraint_list(const bContext *C)
{
bPoseChannel *pose_bone = CTX_data_pointer_get(C, "active_pose_bone").data;

View File

@ -243,7 +243,7 @@ void raise_gl_error(const char *info)
/* -------------------------------------------------------------------- */
/** \name Object Label
*
* Useful for debugging through renderdoc. Only defined if using --debug-gpu.
* Useful for debugging through render-doc. Only defined if using `--debug-gpu`.
* Make sure to bind the object first so that it gets defined by the GL implementation.
* \{ */

View File

@ -65,13 +65,13 @@ static bool meshcache_read_mdd_head(FILE *fp,
*err_str = "Invalid frame total";
return false;
}
/* intentionally dont seek back */
/* Intentionally don't seek back. */
return true;
}
/**
* Gets the index frange and factor
* Gets the index range and factor.
*/
static bool meshcache_read_mdd_range(FILE *fp,
const int verts_tot,

View File

@ -607,12 +607,12 @@ PyDoc_STRVAR(
" ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array`` and "
"``GL_ARB_shader_draw_parameters``.\n"
"\n"
" To debug shaders, use the --debug-gpu-shaders command line option"
" to see full GLSL shader compilation and linking errors.\n"
" To debug shaders, use the ``--debug-gpu-shaders`` command line option "
"to see full GLSL shader compilation and linking errors.\n"
"\n"
" For drawing user interface elements and gizmos, use "
" ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``"
" to transform the output sRGB colors to the framebuffer colorspace."
"``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)`` "
"to transform the output sRGB colors to the frame-buffer color-space."
"\n"
" :param vertexcode: Vertex shader code.\n"
" :type vertexcode: str\n"