Cleanup: spelling in comments
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@@ -1527,12 +1527,12 @@ void action_fcurve_move(Action &action_dst,
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/**
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* Moves all F-Curves from one Channelbag to the other.
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*
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* The Channelbags do not need to be part of the same action, or even belong to
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* The Channel-bags do not need to be part of the same action, or even belong to
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* an action at all.
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*
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* If the F-Curves belonged to channel groups, the group membership also carries
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* over to the destination Channelbag. If groups with the same names don't
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* exist, they are created. \see blender::animrig::action_fcurve_detach
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* exist, they are created. \see #blender::animrig::action_fcurve_detach
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*
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* The order of existing channel groups in the destination Channelbag are not
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* changed, and any new groups are placed after those in the order they appeared
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@@ -916,7 +916,7 @@ static void blf_font_boundbox_ex(FontBLF *font,
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const ft_pix pen_x_next = pen_x + g->advance_x;
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const ft_pix gbox_xmin = std::min(pen_x, pen_x + g->box_xmin);
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/* Monspaced characters should only use advance. #130385. */
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/* Mono-spaced characters should only use advance. See #130385. */
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const ft_pix gbox_xmax = (font->flags & BLF_MONOSPACED) ?
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pen_x_next :
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std::max(pen_x_next, pen_x + g->box_xmax);
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@@ -427,7 +427,7 @@ struct ARegionRuntime {
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/** Callbacks for this region type. */
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struct ARegionType *type;
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/** Runtime for partial redraw, same or smaller than winrct. */
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/** Runtime for partial redraw, same or smaller than #ARegion::winrct. */
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rcti drawrct = {};
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/**
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@@ -902,7 +902,7 @@ static void sound_start_play_scene(Scene *scene)
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static double get_cur_time(Scene *scene)
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{
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/* We divide by the current framelen to take into account time remapping.
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/* We divide by the current `framelen` to take into account time remapping.
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* Otherwise we will get the wrong starting time which will break A/V sync.
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* See #74111 for further details. */
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return FRA2TIME((scene->r.cfra + scene->r.subframe) / double(scene->r.framelen));
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@@ -920,14 +920,12 @@ void BKE_sound_play_scene(Scene *scene)
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if (scene->sound_scrub_handle &&
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AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID)
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{
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/* If the audio scrub handle is playbing back, stop to make sure it is not active.
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* Otherwise, it will trigger a callback that will stop audio playback.
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*/
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/* If the audio scrub handle is playing back, stop to make sure it is not active.
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* Otherwise, it will trigger a callback that will stop audio playback. */
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AUD_Handle_stop(scene->sound_scrub_handle);
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scene->sound_scrub_handle = nullptr;
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/* The scrub_handle started playback with playback_handle, stop it so we can
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* properly restart it.
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*/
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* properly restart it. */
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AUD_Handle_pause(scene->playback_handle);
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}
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@@ -945,9 +943,7 @@ void BKE_sound_play_scene(Scene *scene)
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if (status != AUD_STATUS_PLAYING) {
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/* Seeking the synchronizer will also seek the playback handle.
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* Even if we don't have A/V sync on, keep the synchronizer and handle
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* seek time in sync.
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*/
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* Even if we don't have A/V sync on, keep the synchronizer and handle seek time in sync. */
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AUD_seekSynchronizer(scene->playback_handle, cur_time);
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AUD_Handle_resume(scene->playback_handle);
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}
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@@ -300,7 +300,7 @@ class JsonFormatter : public Formatter {
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public:
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void serialize(std::ostream &os, const Value &value) override;
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/**
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* \return The deserialized value or null on failure to parse the JSON contents. Typically this
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* \return The de-serialized value or null on failure to parse the JSON contents. Typically this
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* indicates a malformed file.
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*/
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std::unique_ptr<Value> deserialize(std::istream &is) override;
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@@ -2274,32 +2274,32 @@ void vec_apply_track(float vec[3], short axis)
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copy_v3_v3(tvec, vec);
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switch (axis) {
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case 0: /* pos-x */
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case 0: /* POS-X. */
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// vec[0] = 0.0;
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vec[1] = tvec[2];
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vec[2] = -tvec[1];
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break;
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case 1: /* pos-y */
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case 1: /* POS-Y. */
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// vec[0] = tvec[0];
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// vec[1] = 0.0;
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// vec[2] = tvec[2];
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break;
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case 2: /* pos-z */
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case 2: /* POS-Z. */
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// vec[0] = tvec[0];
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// vec[1] = tvec[1];
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// vec[2] = 0.0;
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break;
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case 3: /* neg-x */
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case 3: /* NEG-X. */
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// vec[0] = 0.0;
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vec[1] = tvec[2];
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vec[2] = -tvec[1];
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break;
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case 4: /* neg-y */
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case 4: /* NEG-Y. */
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vec[0] = -tvec[2];
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// vec[1] = 0.0;
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vec[2] = tvec[0];
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break;
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case 5: /* neg-z */
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case 5: /* NEG-Z. */
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vec[0] = -tvec[0];
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vec[1] = -tvec[1];
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// vec[2] = 0.0;
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@@ -147,7 +147,7 @@ struct PolyFill {
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#endif
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};
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/* based on libgdx 2013-11-28, apache 2.0 licensed */
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/* Based on LIBGDX 2013-11-28, APACHE 2.0 licensed. */
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static void pf_coord_sign_calc(const PolyFill *pf, PolyIndex *pi);
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@@ -124,7 +124,7 @@ static void convert_action_in_place(blender::animrig::Action &action)
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const int16_t idtype = action.idroot;
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action.idroot = 0;
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/* Initialise the Action's last_slot_handle field to its default value, before
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/* Initialize the Action's last_slot_handle field to its default value, before
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* we create a new slot. */
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action.last_slot_handle = DNA_DEFAULT_ACTION_LAST_SLOT_HANDLE;
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@@ -9,14 +9,18 @@
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namespace blender::realtime_compositor {
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/* Gamma corrects the inputs in its straight alpha form and writes the result to the output. The
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/**
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* Gamma corrects the inputs in its straight alpha form and writes the result to the output. The
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* gamma factor is assumes to be 2. The output will be allocated internally and is thus expected
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* not to be previously allocated. */
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* not to be previously allocated.
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*/
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void gamma_correct(Context &context, const Result &input, Result &output);
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/* Gamma uncorrects the inputs in its straight alpha form and writes the result to the output. The
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/**
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* Gamma un-corrects the inputs in its straight alpha form and writes the result to the output. The
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* gamma factor is assumes to be 2. The output will be allocated internally and is thus expected
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* not to be previously allocated. */
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* not to be previously allocated.
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*/
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void gamma_uncorrect(Context &context, const Result &input, Result &output);
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} // namespace blender::realtime_compositor
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@@ -63,7 +63,7 @@ LocalStatistics local_statistics_get(ivec2 texel, vec3 center_radiance)
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/* Weight corners less to avoid box artifacts.
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* Same idea as in "High Quality Temporal Supersampling" by Brian Karis at SIGGRAPH 2014
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* (Slide 32) Simple clamp to min/max of 8 neighbors results in 3x3 box artifacts. */
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/* TODO(fclem): Evaluate if beneficial. Currrently not use to soak more noise? Unsure. */
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/* TODO(@fclem): Evaluate if beneficial. Currently not use to soak more noise? Unsure. */
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// float weight = (abs(x) == abs(y)) ? 0.25 : 1.0;
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/* Use YCoCg for clamping and accumulation to avoid color shift artifacts. */
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vec3 radiance_YCoCg = colorspace_YCoCg_from_scene_linear(radiance.rgb);
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@@ -10,7 +10,7 @@
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* DRW Instance Data Manager
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* This is a special memory manager that keeps memory blocks ready to send as VBO data in one
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* continuous allocation. This way we avoid feeding #gpu::Batch each instance data one by one and
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* unnecessary memcpy. Since we lose which memory block was used each #DRWShadingGroup we need to
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* unnecessary `memcpy`. Since we lose which memory block was used each #DRWShadingGroup we need to
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* redistribute them in the same order/size to avoid to realloc each frame. This is why
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* #DRWInstanceDatas are sorted in a list for each different data size.
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*/
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@@ -650,8 +650,11 @@ void ED_view3d_win_to_3d_int(const View3D *v3d,
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float r_out[3]);
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/**
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* Calculate a 3D location from 2D window coordinates including camera shift.
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* \note Does the same as ED_view3d_win_to_3d by using the persinv translation instead of viewinv,
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* but that function cannot be changed without breaking lots of operators.
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*
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* \note Does the same as #ED_view3d_win_to_3d by using the #RegionView3D::persinv translation
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* instead of #RegionView3D::viewinv, but that function cannot be changed
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* without breaking lots of operators.
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*
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* \param region: The region (used for the window width and height).
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* \param depth_pt: The reference location used to calculate the Z depth.
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* \param mval: The area relative location (such as `event->mval` converted to floats).
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@@ -437,7 +437,7 @@ static void ui_item_position(uiItem *item, const int x, const int y, const int w
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bitem->but->rect.xmax = x + w;
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bitem->but->rect.ymax = y + h;
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ui_but_update(bitem->but); /* for strlen */
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ui_but_update(bitem->but); /* For `strlen`. */
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}
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else {
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uiLayout *litem = static_cast<uiLayout *>(item);
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@@ -457,7 +457,7 @@ static void ui_item_move(uiItem *item, const int delta_xmin, const int delta_xma
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bitem->but->rect.xmin += delta_xmin;
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bitem->but->rect.xmax += delta_xmax;
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ui_but_update(bitem->but); /* for strlen */
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ui_but_update(bitem->but); /* For `strlen`. */
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}
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else {
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uiLayout *litem = static_cast<uiLayout *>(item);
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@@ -5619,10 +5619,9 @@ static void SCREEN_OT_animation_step(wmOperatorType *ot)
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void ED_reset_audio_device(bContext *C)
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{
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/* If sound was playing back when we changed any sound settings, we need to make sure that
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* we reinitalize the playback state properly. Audaspace pauses playback on re-initializing
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* the playback device, so we need to make sure we re-initalize the playback state on our
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* end as well. (Otherwise the sound device might be in a weird state and crashes Blender)
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*/
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* we reinitialize the playback state properly. Audaspace pauses playback on re-initializing
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* the playback device, so we need to make sure we reinitialize the playback state on our
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* end as well. (Otherwise the sound device might be in a weird state and crashes Blender). */
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bScreen *screen = ED_screen_animation_playing(CTX_wm_manager(C));
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wmWindow *timer_win = nullptr;
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const bool is_playing = screen != nullptr;
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@@ -5639,7 +5638,7 @@ void ED_reset_audio_device(bContext *C)
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ED_screen_animation_play(C, 0, 0);
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}
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Main *bmain = CTX_data_main(C);
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/* Re-initalize the audio device. */
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/* Re-initialize the audio device. */
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BKE_sound_init(bmain);
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if (is_playing) {
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/* We need to set the context window to the window that was playing back previously.
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@@ -152,7 +152,7 @@ void GLImmediate::end()
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glUnmapBuffer(GL_ARRAY_BUFFER);
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if (vertex_len == 0) {
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/* Noop. Nothing to draw. */
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/* NOOP. Nothing to draw. */
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}
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else if (unwrap(this->shader)->is_polyline) {
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GLintptr offset = buffer_offset();
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@@ -1036,9 +1036,8 @@ static int ffmpeg_seek_to_key_frame(ImBufAnim *anim,
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AVFormatContext *format_ctx = anim->pFormatCtx;
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/* This used to check if the codec implemented "read_seek" or "read_seek2". However this is
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* now hidden from us in ffmpeg 7.0. While not as accurate, usually the AVFMT_TS_DISCONT is
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* set for formats where we need to apply the seek workaround to (like in mpegts).
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*/
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* now hidden from us in FFMPEG 7.0. While not as accurate, usually the AVFMT_TS_DISCONT is
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* set for formats where we need to apply the seek workaround to (like in MPEGTS). */
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if (!(format_ctx->iformat->flags & AVFMT_TS_DISCONT)) {
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ret = av_seek_frame(anim->pFormatCtx, anim->videoStream, seek_pos, AVSEEK_FLAG_BACKWARD);
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}
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@@ -39,6 +39,7 @@ dict_custom = {
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"adjugate",
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"affectable",
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"alignable",
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"bindable",
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"branchless",
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"allocatable",
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"allocator",
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