Cleanup: spelling

This commit is contained in:
Campbell Barton
2020-08-17 12:34:05 +10:00
parent cafe5cd9b0
commit 9762c3892e
7 changed files with 14 additions and 15 deletions

View File

@@ -417,9 +417,9 @@ static openvdb::GridBase::ConstPtr openvdb_grid_from_device_texture(device_textu
typename GridType::Ptr sparse = GridType::create(ValueType(0.0f));
openvdb::tools::copyFromDense(dense, *sparse, ValueType(volume_clipping));
/* copyFromDense will remove any leaf node that contains constant data and replace it with a
* tile, however, we need to preserve the leaves in order to generate the mesh, so revoxelize the
* leaves that were pruned. This should not affect areas that were skipped due to the
/* #copyFromDense will remove any leaf node that contains constant data and replace it with a
* tile, however, we need to preserve the leaves in order to generate the mesh, so re-voxelize
* the leaves that were pruned. This should not affect areas that were skipped due to the
* volume_clipping parameter. */
sparse->tree().voxelizeActiveTiles();

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@@ -338,7 +338,7 @@ typedef struct SculptBoundary {
int num_vertices;
/* Distance from a vertex in the boundary to initial vertex indexed by vertex index, taking into
* account the lengh of all edges between them. Any vertex that is not in the boundary will have
* account the length of all edges between them. Any vertex that is not in the boundary will have
* a distance of 0. */
float *distance;

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@@ -6032,7 +6032,7 @@ void BKE_constraints_solve(struct Depsgraph *depsgraph,
*/
enf = con->enforce;
/* make copy of worldspace matrix pre-constraint for use with blending later */
/* make copy of world-space matrix pre-constraint for use with blending later */
copy_m4_m4(oldmat, cob->matrix);
/* move owner matrix into right space */
@@ -6053,16 +6053,16 @@ void BKE_constraints_solve(struct Depsgraph *depsgraph,
cti->flush_constraint_targets(con, &targets, 1);
}
/* move owner back into worldspace for next constraint/other business */
/* move owner back into world-space for next constraint/other business */
if ((con->flag & CONSTRAINT_SPACEONCE) == 0) {
BKE_constraint_mat_convertspace(
cob->ob, cob->pchan, cob->matrix, con->ownspace, CONSTRAINT_SPACE_WORLD, false);
}
/* Interpolate the enforcement, to blend result of constraint into final owner transform
* - all this happens in worldspace to prevent any weirdness creeping in
* - all this happens in world-space to prevent any weirdness creeping in
* (T26014 and T25725), since some constraints may not convert the solution back to the input
* space before blending but all are guaranteed to end up in good "worldspace" result.
* space before blending but all are guaranteed to end up in good "world-space" result.
*/
/* Note: all kind of stuff here before (caused trouble), much easier to just interpolate,
* or did I miss something? -jahka (r.32105) */

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@@ -106,8 +106,8 @@ bool deg_object_hide_original(eEvaluationMode eval_mode, Object *ob, DupliObject
* visible otherwise. The better solution eventually would be for objects
* to specify which object they instance, instead of through parenting.
*
* This function should not be used for metaballs. They have custom visibility rules, as hiding
* the base metaball will also hide all the other balls in the group. */
* This function should not be used for meta-balls. They have custom visibility rules, as hiding
* the base meta-ball will also hide all the other balls in the group. */
if (eval_mode == DAG_EVAL_RENDER || dob) {
const int hide_original_types = OB_DUPLIVERTS | OB_DUPLIFACES;

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@@ -121,9 +121,9 @@ void UI_view2d_curRect_reset(struct View2D *v2d);
void UI_view2d_sync(struct bScreen *screen, struct ScrArea *area, struct View2D *v2dcur, int flag);
/* Perform all required updates after `v2d->cur` as been modified.
* This includes like validation view validation (UI_view2d_curRect_validate).
* This includes like validation view validation (#UI_view2d_curRect_validate).
*
* Current lintent is to use it from user code, such as view navigation and zoom operations. */
* Current intent is to use it from user code, such as view navigation and zoom operations. */
void UI_view2d_curRect_changed(const struct bContext *C, struct View2D *v2d);
void UI_view2d_totRect_set(struct View2D *v2d, int width, int height);

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@@ -100,7 +100,7 @@ const float *SCULPT_vertex_color_get(SculptSession *ss, int index);
const float *SCULPT_vertex_persistent_co_get(SculptSession *ss, int index);
void SCULPT_vertex_persistent_normal_get(SculptSession *ss, int index, float no[3]);
/* Returs the info of the limit surface when Multires is available, otherwise it returns the
/* Returns the info of the limit surface when Multires is available, otherwise it returns the
* current coordinate of the vertex. */
void SCULPT_vertex_limit_surface_get(SculptSession *ss, int index, float r_co[3]);

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@@ -176,8 +176,7 @@ int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo)
if (batch->inst[v] == NULL) {
/* for now all VertexBuffers must have same vertex_len */
if (batch->inst[0]) {
/* Allow for different size of vertex buf (will choose the smallest
* number of verts). */
/* Allow for different size of vertex buffer (will choose the smallest number of verts). */
// BLI_assert(insts->vertex_len == batch->inst[0]->vertex_len);
}