Cleanup: spelling

This commit is contained in:
Campbell Barton
2018-09-18 16:35:13 +10:00
parent d421adb83e
commit 5ae531d813
7 changed files with 11 additions and 12 deletions

View File

@@ -370,16 +370,16 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
*
* - Light Scattering : the volume properties then are sampled
* and light scattering is evaluated for each cell of the
* volume texture. Temporal supersampling (if enabled) occurs here.
* volume texture. Temporal super-sampling (if enabled) occurs here.
*
* - Volume Integration : the scattered light and extinction is
* integrated (accumulated) along the viewrays. The result is stored
* integrated (accumulated) along the view-rays. The result is stored
* for every cell in another texture.
*
* - Fullscreen Resolve : From the previous stage, we get two
* 3D textures that contains integrated scatered light and extinction
* - Full-screen Resolve : From the previous stage, we get two
* 3D textures that contains integrated scattered light and extinction
* for "every" positions in the frustum. We only need to sample
* them and blend the scene color with thoses factors. This also
* them and blend the scene color with those factors. This also
* work for alpha blended materials.
**/

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@@ -70,7 +70,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be adressed properly (color managed using ocio). */
* Needs to be addressed properly (color managed using ocio). */
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
}

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@@ -783,8 +783,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (geom_shadow) {
if (is_sculpt_mode) {
/* Currently unsupported in sculpt mode. We could revert to the slow
* method in this case but i'm not sure if it's a good idea given that
* sculped meshes are heavy to begin with. */
* method in this case but I'm not sure if it's a good idea given that
* sculpted meshes are heavy to begin with. */
// DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
}
else {

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@@ -1757,7 +1757,7 @@ void ED_gpencil_draw_view3d(
}
if ((wm == NULL) || ED_screen_animation_playing(wm)) {
/* don't show onionskins during animation playback/scrub (i.e. it obscures the poses)
/* don't show onion-skins during animation playback/scrub (i.e. it obscures the poses)
* OpenGL Renders (i.e. final output), or depth buffer (i.e. not real strokes)
*/
dflag |= GP_DRAWDATA_NO_ONIONS;

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@@ -37,6 +37,6 @@ bool ED_gizmo_poll_or_unlink_delayed_from_operator(
/** Use this as poll function directly for: #wmGizmoGroupType.poll */
bool ED_gizmo_poll_or_unlink_delayed_from_tool(
const bContext *C, struct wmGizmoGroupType *gzgt);
const struct bContext *C, struct wmGizmoGroupType *gzgt);
#endif /* __ED_GIZMO_UTILS_H__ */

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@@ -28,7 +28,6 @@
* \ingroup edutil
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>

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@@ -19,7 +19,7 @@
*/
/** \file select_utils.c
* \ingroup editors
* \ingroup edutil
*/
#include "BLI_utildefines.h"