Cleanup: spelling
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@@ -449,7 +449,7 @@ static int lib_override_library_make_tag_ids_cb(LibraryIDLinkCallbackData *cb_da
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}
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/**
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* Advanced 'smart' function to create fully functionnal overrides.
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* Advanced 'smart' function to create fully functional overrides.
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*
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* \note Currently it only does special things if given \a id_root is an object of collection, more
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* 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 *
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if (format.attr_len == 0) {
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/* initialize vertex format */
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/* From the opengl wiki:
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* Note that size does not have to exactly match the size used by the vertex shader. If the
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* Note that size does not have to exactly match the size used by the vertex shader. If the
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* vertex shader has fewer components than the attribute provides, then the extras are ignored.
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* If the vertex shader has more components than the array provides, the extras are given
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* 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)
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/* NOTE: these defines are saved in keymap files, do not change values but just add new ones */
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/* NOTE: We could add more here, like e.g. a switch between local or global coordinates of target,
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* use numinput to type in explicit vector values... */
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* use number-input to type in explicit vector values. */
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enum {
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/* Generic commands. */
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EDBM_CLNOR_MODAL_CANCEL = 1,
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@@ -805,7 +805,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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sub_v2_v2v2(uvdiff, uv2, uv);
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/* Check if the uv loops share the same selection state (if not, they are not connected as
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* they have been ripped or other edit commands have seperated them). */
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* they have been ripped or other edit commands have separated them). */
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bool connected = uv_vert_sel == uv2_vert_sel && fabsf(uvdiff[0]) < STD_UV_CONNECT_LIMIT &&
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fabsf(uvdiff[1]) < STD_UV_CONNECT_LIMIT;
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@@ -725,7 +725,7 @@ typedef struct PrefetchQueue {
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int initial_frame, current_frame, start_frame, end_frame;
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short render_size, render_flag;
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/* If true prefecthing goes forward in time,
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/* If true pre-fetching goes forward in time,
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* otherwise it goes backwards in time (starting from current frame).
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*/
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bool forward;
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