Cleanup: spelling in comments
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@@ -85,7 +85,8 @@ class Drawing : public ::GreasePencilDrawing {
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MutableSpan<float> radii_for_write();
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/**
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* Opacities for the points. Used by the render engine as an alpha value so they are expected to
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* Opacity array for the points.
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* Used by the render engine as an alpha value so they are expected to
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* be between 0 and 1 inclusive.
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*/
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VArray<float> opacities() const;
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@@ -530,7 +530,7 @@ void BKE_lib_override_library_main_update(struct Main *bmain);
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bool BKE_lib_override_library_id_is_user_deletable(struct Main *bmain, struct ID *id);
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/**
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* Debuging helper to show content of given liboverride data.
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* Debugging helper to show content of given liboverride data.
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*/
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void BKE_lib_override_debug_print(struct IDOverrideLibrary *override, const char *intro_txt);
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@@ -276,7 +276,7 @@ static ID *lib_override_library_create_from(Main *bmain,
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LIB_ID_COPY_DEFAULT | LIB_ID_COPY_NO_LIB_OVERRIDE |
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lib_id_copy_flags);
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/* Incase we could not get an override ID with the exact same name as its linked reference,
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/* In case we could not get an override ID with the exact same name as its linked reference,
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* ensure we at least get a uniquely named override ID over the whole current Main data, to
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* reduce potential name collisions with other reference IDs.
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*
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@@ -2614,7 +2614,7 @@ std::string MSLGeneratorInterface::generate_msl_vertex_out_struct(ShaderStage sh
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bool first_attr_is_position = false;
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if (this->uses_gl_Position) {
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/* If Invariance is available, utilise this to consistently mitigate depth fighting artifacts
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/* If invariance is available, utilize this to consistently mitigate depth fighting artifacts
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* by ensuring that vertex position is consistently calculated between subsequent passes
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* with maximum precision. */
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out << "\tfloat4 _default_position_ [[position]]";
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@@ -1035,7 +1035,7 @@ static void rna_property_override_collection_subitem_name_index_lookup(
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return;
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}
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/* If name lookup failed, `r_ptr_item_name` is invalidated, so if index lookup was sucessful it
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/* If name lookup failed, `r_ptr_item_name` is invalidated, so if index lookup was successful it
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* will be the only valid return value. */
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}
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@@ -104,7 +104,7 @@ class LazyFunctionForSimulationInputNode final : public LazyFunction {
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return;
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}
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/* Instead of outputing the initial values directly, convert them to a simulation state and
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/* Instead of outputting the initial values directly, convert them to a simulation state and
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* then back. This ensures that the first frame behaves consistently with all other frames
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* which are necessarily stored in the simulation cache. */
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bke::sim::SimulationZoneState initial_zone_state;
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@@ -156,6 +156,7 @@ dict_custom = {
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"interferences",
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"interocular",
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"interpolator",
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"invariance",
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"invariant",
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"invariants",
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"invisibilities",
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