Clenaup: spelling in comments

This commit is contained in:
Campbell Barton
2023-12-14 11:14:50 +11:00
parent adb74ad0f3
commit a4af406b81
9 changed files with 14 additions and 11 deletions

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@@ -181,7 +181,7 @@ enum eBKELibLinkOverride {
*/
BKE_LIBLINK_OVERRIDE_USE_EXISTING_LIBOVERRIDES = 1 << 0,
/**
* Create (or return an existing) runtime liboverride, instead of a regular saved-in-blendfiles
* Create (or return an existing) runtime liboverride, instead of a regular saved-in-blend-files
* one. See also the #LIB_TAG_RUNTIME tag of IDs in DNA_ID.h.
*
* \note Typically, usage of this flag implies that no linked IDs are instantiated, such that

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@@ -224,7 +224,7 @@ void BKE_editmesh_loop_tangent_calc(BMEditMesh *em,
face_as_quad_map[i] = j;
/* step over all quads */
if (em->looptris[j][0]->f->len == 4) {
j++; /* skips the nest looptri */
j++; /* Skips the next looptri. */
}
}
num_face_as_quad_map = i;

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@@ -795,7 +795,7 @@ struct LibOverrideGroupTagData {
*
* NOTE: This is needed only for partial resync, when only part of the liboverridden hierarchy is
* re-generated, since some IDs in that sub-hierarchy may not be detected as needing to be
* overridden, while they would when comsidering the whole hierarchy. */
* overridden, while they would when considering the whole hierarchy. */
blender::Set<ID *> linked_ids_hierarchy_default_override;
bool do_create_linked_overrides_set;
@@ -1165,7 +1165,7 @@ static void lib_override_linked_group_tag(LibOverrideGroupTagData *data)
/* In case this code only process part of the whole hierarchy, it first needs to process the
* whole linked hierarchy to know which IDs should be overridden anyway, even though in the more
* limited sub-hierarchy scope they would not be. This is critical for partial resync to work
* propoerly.
* properly.
*
* NOTE: Regenerating that Set for every processed sub-hierarchy is not optimal. This is done
* that way for now to limit the scope of these changes. Better handling is considered a TODO for

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@@ -471,7 +471,7 @@ void BKE_mesh_calc_loop_tangent_ex(const float (*vert_positions)[3],
face_as_quad_map[k] = j;
/* step over all quads */
if (faces[looptri_faces[j]].size() == 4) {
j++; /* skips the nest looptri */
j++; /* Skips the next looptri. */
}
}
num_face_as_quad_map = k;

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@@ -1237,11 +1237,11 @@ static bool write_file_handle(Main *mainvar,
* The main reason is that scenes typically have no users, so most linked scene would be
* systematically 'lost' on file save.
*
* While this change re-indtroduces the 'no-more-used data laying around in files for
* While this change re-introduces the 'no-more-used data laying around in files for
* ever' issue when it comes to scenes, this solution seems to be the most sensible one
* for the time being, considering that:
* - Scene are a top-level container.
* - Linked scenes are typically explicitely linked by the user.
* - Linked scenes are typically explicitly linked by the user.
* - Cases where scenes would be indirectly linked by other data (e.g. when linking a
* collection or material) can be considered at the very least as not following sane
* practice in data dependencies.

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@@ -236,7 +236,7 @@ CachedImage::CachedImage(Context &context,
const ResultPrecision precision = Result::precision(target_format);
/* The GPU image returned by the IMB module can be in a format not supported by the compositor,
* or it might need premultiplication, so preprocess them first. */
* or it might need pre-multiplication, so preprocess them first. */
if (result_type == ResultType::Color && should_premultiply_alpha(image, image_buffer)) {
texture_ = preprocess_texture(
context, texture_, target_format, precision, "compositor_premultiply_alpha");

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@@ -561,7 +561,7 @@ void DeferredLayer::end_sync()
sub.bind_image(RBUFS_COLOR_SLOT, &inst_.render_buffers.rp_color_tx);
sub.bind_image(RBUFS_VALUE_SLOT, &inst_.render_buffers.rp_value_tx);
/* Submit the more costly ones first to avoid long tail in occupancy.
* See page 78 of "Siggraph 2023: Unreal Engine Substrate" by Hillaire & de Rousiers. */
* See page 78 of "SIGGRAPH 2023: Unreal Engine Substrate" by Hillaire & de Rousiers. */
for (int i = ARRAY_SIZE(closure_bufs_) - 1; i >= 0; i--) {
sub.shader_set(inst_.shaders.static_shader_get(eShaderType(DEFERRED_LIGHT_SINGLE + i)));
sub.bind_image("direct_radiance_1_img", &direct_radiance_txs_[0]);

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@@ -41,7 +41,7 @@
#include "COM_node_operation.hh"
#include "COM_utilities.hh"
/* **************** IMAGE (and RenderResult, multilayer image) ******************** */
/* **************** IMAGE (and RenderResult, multi-layer image) ******************** */
static bNodeSocketTemplate cmp_node_rlayers_out[] = {
{SOCK_RGBA, N_("Image"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
@@ -336,7 +336,7 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree,
}
/* XXX make this into a generic socket verification function for dynamic socket replacement
* (multilayer, groups, static templates) */
* (multi-layer, groups, static templates). */
static void cmp_node_image_verify_outputs(bNodeTree *ntree, bNode *node, bool rlayer)
{
bNodeSocket *sock, *sock_next;

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@@ -46,6 +46,7 @@ dict_custom = {
"anisotropic",
"anisotropy",
"atomicity",
"attachmentless",
"attenuations",
"backlit",
"bindless",
@@ -54,6 +55,7 @@ dict_custom = {
"boolean",
"borderless",
"breaked",
"browsable",
"callables",
"canonicalization",
"canonicalize",
@@ -73,6 +75,7 @@ dict_custom = {
"confusticated",
"constructability",
"constructible",
"convolved",
"coplanarity",
"copyable",
"correctors",