Cleanup: spelling
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@@ -23,7 +23,7 @@
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* usage.
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*
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* Since Embree allows object to be either curves or triangles but not both, Cycles object IDs are
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* maapped to Embree IDs by multiplying by two and adding one for curves.
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* mapped to Embree IDs by multiplying by two and adding one for curves.
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*
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* This implementation shares RTCDevices between Cycles instances. Eventually each instance should
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* get a separate RTCDevice to correctly keep track of memory usage.
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@@ -34,7 +34,7 @@ class Tile;
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class DenoiseParams {
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public:
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/* Pixel radius for neighbouring pixels to take into account. */
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/* Pixel radius for neighboring pixels to take into account. */
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int radius;
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/* Controls neighbor pixel weighting for the denoising filter. */
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float strength;
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@@ -359,7 +359,7 @@ class OpenCLDevice : public Device {
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~OpenCLSplitPrograms();
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/* Load the kernels and put the created kernels in the given
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* `programs` paramter. */
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* `programs` parameter. */
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void load_kernels(vector<OpenCLProgram *> &programs,
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const DeviceRequestedFeatures &requested_features,
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bool is_preview = false);
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@@ -128,7 +128,7 @@ ccl_device void camera_sample_perspective(KernelGlobals *kg,
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#ifdef __RAY_DIFFERENTIALS__
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/* Ray differentials, computed from scratch using the raster coordinates
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* because we don't want to be affected by depth of field. We compute
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* ray origin and direction for the center and two neighbouring pixels
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* ray origin and direction for the center and two neighboring pixels
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* and simply take their differences. */
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float3 Pnostereo = transform_point(&cameratoworld, make_float3(0.0f, 0.0f, 0.0f));
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@@ -303,7 +303,7 @@ ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam,
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#ifdef __RAY_DIFFERENTIALS__
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/* Ray differentials, computed from scratch using the raster coordinates
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* because we don't want to be affected by depth of field. We compute
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* ray origin and direction for the center and two neighbouring pixels
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* ray origin and direction for the center and two neighboring pixels
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* and simply take their differences. */
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float3 Pcenter = Pcamera;
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float3 Dcenter = panorama_to_direction(cam, Pcenter.x, Pcenter.y);
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@@ -687,7 +687,7 @@ ccl_device_inline const ShaderClosure *shader_bsdf_pick(ShaderData *sd, float *r
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sampled = i;
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/* Rescale to reuse for direction sample, to better
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* preserve stratifaction. */
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* preserve stratification. */
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*randu = (r - partial_sum) / sc->sample_weight;
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break;
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}
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@@ -427,7 +427,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
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}
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const uint max_hits = transparent_max_bounce - state->transparent_bounce - 1;
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# ifdef __KERNEL_GPU__
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/* On GPU we do trickey with tracing opaque ray first, this avoids speed
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/* On GPU we do tricky with tracing opaque ray first, this avoids speed
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* regressions in some files.
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*
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* TODO(sergey): Check why using record-all behavior causes slowdown in such
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@@ -111,8 +111,8 @@ ccl_device bool volume_stack_is_heterogeneous(KernelGlobals *kg, ccl_addr_space
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}
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else if (shader_flag & SD_NEED_ATTRIBUTES) {
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/* We want to render world or objects without any volume grids
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* as homogenous, but can only verify this at runtime since other
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* heterogenous volume objects may be using the same shader. */
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* as homogeneous, but can only verify this at run-time since other
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* heterogeneous volume objects may be using the same shader. */
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int object = stack[i].object;
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if (object != OBJECT_NONE) {
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int object_flag = kernel_tex_fetch(__object_flag, object);
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@@ -109,7 +109,7 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
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/* If we are here, then it means that scene-intersect kernel
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* has already been executed atleast once. From the next time,
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* has already been executed at least once. From the next time,
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* scene-intersect kernel may operate on queues to fetch ray index
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*/
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*kernel_split_params.use_queues_flag = 1;
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@@ -135,18 +135,18 @@ static const int CUBE_SIZE = 8;
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*
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* The way the algorithm works is as follows:
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*
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* - the coordinates of active voxels from a dense volume (or 3d image) are
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* gathered inside an auxialliary volume.
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* - each set of coordinates of an CUBE_SIZE cube are mapped to the same
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* coordinate of the auxilliary volume.
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* - quads are created between active and non-active voxels in the auxialliary
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* volume to generate a tight mesh around the volume.
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* - The coordinates of active voxels from a dense volume (or 3d image) are
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* gathered inside an auxiliary volume.
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* - Each set of coordinates of an CUBE_SIZE cube are mapped to the same
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* coordinate of the auxiliary volume.
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* - Quads are created between active and non-active voxels in the auxiliary
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* volume to generate a tight mesh around the volume.
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*/
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class VolumeMeshBuilder {
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/* Auxilliary volume that is used to check if a node already added. */
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/* Auxiliary volume that is used to check if a node already added. */
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vector<char> grid;
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/* The resolution of the auxilliary volume, set to be equal to 1/CUBE_SIZE
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/* The resolution of the auxiliary volume, set to be equal to 1/CUBE_SIZE
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* of the original volume on each axis. */
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int3 res;
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@@ -236,7 +236,7 @@ ccl_device_inline void math_trimatrix_vec3_solve(ccl_global float *A,
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}
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}
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/* Perform the Jacobi Eigenvalue Methon on matrix A.
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/* Perform the Jacobi Eigenvalue Method on matrix A.
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* A is assumed to be a symmetrical matrix, therefore only the lower-triangular part is ever
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* accessed. The algorithm overwrites the contents of A.
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*
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@@ -731,7 +731,7 @@ void GHOST_WindowCocoa::setNativePixelSize(void)
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* \note Fullscreen switch is not actual fullscreen with display capture.
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* As this capture removes all OS X window manager features.
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*
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* Instead, the menu bar and the dock are hidden, and the window is made borderless and enlarged.
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* Instead, the menu bar and the dock are hidden, and the window is made border-less and enlarged.
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* Thus, process switch, exposé, spaces, ... still work in fullscreen mode
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*/
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GHOST_TSuccess GHOST_WindowCocoa::setState(GHOST_TWindowState state)
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