Cleanup: spelling

This commit is contained in:
Campbell Barton
2019-07-07 15:38:41 +10:00
parent a3e2076bc4
commit cd6b49f995
43 changed files with 80 additions and 79 deletions

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@@ -23,7 +23,7 @@
* usage.
*
* Since Embree allows object to be either curves or triangles but not both, Cycles object IDs are
* maapped to Embree IDs by multiplying by two and adding one for curves.
* mapped to Embree IDs by multiplying by two and adding one for curves.
*
* This implementation shares RTCDevices between Cycles instances. Eventually each instance should
* get a separate RTCDevice to correctly keep track of memory usage.

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@@ -34,7 +34,7 @@ class Tile;
class DenoiseParams {
public:
/* Pixel radius for neighbouring pixels to take into account. */
/* Pixel radius for neighboring pixels to take into account. */
int radius;
/* Controls neighbor pixel weighting for the denoising filter. */
float strength;

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@@ -359,7 +359,7 @@ class OpenCLDevice : public Device {
~OpenCLSplitPrograms();
/* Load the kernels and put the created kernels in the given
* `programs` paramter. */
* `programs` parameter. */
void load_kernels(vector<OpenCLProgram *> &programs,
const DeviceRequestedFeatures &requested_features,
bool is_preview = false);

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@@ -128,7 +128,7 @@ ccl_device void camera_sample_perspective(KernelGlobals *kg,
#ifdef __RAY_DIFFERENTIALS__
/* Ray differentials, computed from scratch using the raster coordinates
* because we don't want to be affected by depth of field. We compute
* ray origin and direction for the center and two neighbouring pixels
* ray origin and direction for the center and two neighboring pixels
* and simply take their differences. */
float3 Pnostereo = transform_point(&cameratoworld, make_float3(0.0f, 0.0f, 0.0f));
@@ -303,7 +303,7 @@ ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam,
#ifdef __RAY_DIFFERENTIALS__
/* Ray differentials, computed from scratch using the raster coordinates
* because we don't want to be affected by depth of field. We compute
* ray origin and direction for the center and two neighbouring pixels
* ray origin and direction for the center and two neighboring pixels
* and simply take their differences. */
float3 Pcenter = Pcamera;
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
sampled = i;
/* Rescale to reuse for direction sample, to better
* preserve stratifaction. */
* preserve stratification. */
*randu = (r - partial_sum) / sc->sample_weight;
break;
}

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@@ -427,7 +427,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
}
const uint max_hits = transparent_max_bounce - state->transparent_bounce - 1;
# ifdef __KERNEL_GPU__
/* On GPU we do trickey with tracing opaque ray first, this avoids speed
/* On GPU we do tricky with tracing opaque ray first, this avoids speed
* regressions in some files.
*
* 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
}
else if (shader_flag & SD_NEED_ATTRIBUTES) {
/* We want to render world or objects without any volume grids
* as homogenous, but can only verify this at runtime since other
* heterogenous volume objects may be using the same shader. */
* as homogeneous, but can only verify this at run-time since other
* heterogeneous volume objects may be using the same shader. */
int object = stack[i].object;
if (object != OBJECT_NONE) {
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,
if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
/* If we are here, then it means that scene-intersect kernel
* has already been executed atleast once. From the next time,
* has already been executed at least once. From the next time,
* scene-intersect kernel may operate on queues to fetch ray index
*/
*kernel_split_params.use_queues_flag = 1;

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@@ -135,18 +135,18 @@ static const int CUBE_SIZE = 8;
*
* The way the algorithm works is as follows:
*
* - the coordinates of active voxels from a dense volume (or 3d image) are
* gathered inside an auxialliary volume.
* - each set of coordinates of an CUBE_SIZE cube are mapped to the same
* coordinate of the auxilliary volume.
* - quads are created between active and non-active voxels in the auxialliary
* volume to generate a tight mesh around the volume.
* - The coordinates of active voxels from a dense volume (or 3d image) are
* gathered inside an auxiliary volume.
* - Each set of coordinates of an CUBE_SIZE cube are mapped to the same
* coordinate of the auxiliary volume.
* - Quads are created between active and non-active voxels in the auxiliary
* volume to generate a tight mesh around the volume.
*/
class VolumeMeshBuilder {
/* Auxilliary volume that is used to check if a node already added. */
/* Auxiliary volume that is used to check if a node already added. */
vector<char> grid;
/* The resolution of the auxilliary volume, set to be equal to 1/CUBE_SIZE
/* The resolution of the auxiliary volume, set to be equal to 1/CUBE_SIZE
* of the original volume on each axis. */
int3 res;

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@@ -236,7 +236,7 @@ ccl_device_inline void math_trimatrix_vec3_solve(ccl_global float *A,
}
}
/* Perform the Jacobi Eigenvalue Methon on matrix A.
/* Perform the Jacobi Eigenvalue Method on matrix A.
* A is assumed to be a symmetrical matrix, therefore only the lower-triangular part is ever
* accessed. The algorithm overwrites the contents of A.
*

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@@ -731,7 +731,7 @@ void GHOST_WindowCocoa::setNativePixelSize(void)
* \note Fullscreen switch is not actual fullscreen with display capture.
* As this capture removes all OS X window manager features.
*
* Instead, the menu bar and the dock are hidden, and the window is made borderless and enlarged.
* Instead, the menu bar and the dock are hidden, and the window is made border-less and enlarged.
* Thus, process switch, exposé, spaces, ... still work in fullscreen mode
*/
GHOST_TSuccess GHOST_WindowCocoa::setState(GHOST_TWindowState state)