Cleanup: spelling

This commit is contained in:
Campbell Barton
2020-07-16 10:58:33 +10:00
parent d11a2dfe71
commit a3d90337b8
5 changed files with 5 additions and 5 deletions

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@@ -449,7 +449,7 @@ static int lib_override_library_make_tag_ids_cb(LibraryIDLinkCallbackData *cb_da
}
/**
* Advanced 'smart' function to create fully functionnal overrides.
* Advanced 'smart' function to create fully functional overrides.
*
* \note Currently it only does special things if given \a id_root is an object of collection, more
* specific behaviors may be added in the future for other ID types.

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@@ -162,7 +162,7 @@ static void pointcloud_batch_cache_ensure_pos(Object *ob, PointCloudBatchCache *
if (format.attr_len == 0) {
/* initialize vertex format */
/* From the opengl wiki:
* Note that size does not have to exactly match the size used by the vertex shader. If the
* Note that size does not have to exactly match the size used by the vertex shader. If the
* vertex shader has fewer components than the attribute provides, then the extras are ignored.
* If the vertex shader has more components than the array provides, the extras are given
* values from the vector (0, 0, 0, 1) for the missing XYZW components.

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@@ -7879,7 +7879,7 @@ void MESH_OT_mark_freestyle_face(wmOperatorType *ot)
/* NOTE: these defines are saved in keymap files, do not change values but just add new ones */
/* NOTE: We could add more here, like e.g. a switch between local or global coordinates of target,
* use numinput to type in explicit vector values... */
* use number-input to type in explicit vector values. */
enum {
/* Generic commands. */
EDBM_CLNOR_MODAL_CANCEL = 1,

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@@ -805,7 +805,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
sub_v2_v2v2(uvdiff, uv2, uv);
/* Check if the uv loops share the same selection state (if not, they are not connected as
* they have been ripped or other edit commands have seperated them). */
* they have been ripped or other edit commands have separated them). */
bool connected = uv_vert_sel == uv2_vert_sel && fabsf(uvdiff[0]) < STD_UV_CONNECT_LIMIT &&
fabsf(uvdiff[1]) < STD_UV_CONNECT_LIMIT;

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@@ -725,7 +725,7 @@ typedef struct PrefetchQueue {
int initial_frame, current_frame, start_frame, end_frame;
short render_size, render_flag;
/* If true prefecthing goes forward in time,
/* If true pre-fetching goes forward in time,
* otherwise it goes backwards in time (starting from current frame).
*/
bool forward;