Cleanup: spelling in comments

This commit is contained in:
Campbell Barton
2024-04-08 16:23:25 +10:00
parent 27d8eb25bb
commit 6b14b67a29
10 changed files with 20 additions and 20 deletions

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@@ -1533,7 +1533,7 @@ typedef struct KernelParticle {
float lifetime;
float size;
float4 rotation;
/* Only xyz are used of the following. float4 instead of float3 are used
/* Only XYZ are used of the following. float4 instead of float3 are used
* to ensure consistent padding/alignment across devices. */
float4 location;
float4 velocity;

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@@ -11,7 +11,7 @@
/* defines BLI_INLINE */
#include "BLI_compiler_compat.h"
/* declares fprintf() and abort(), needed for BLI_assert */
/* Declares `fprintf()` & `abort()`, needed for `BLI_assert`. */
#include <stdio.h>
#include <stdlib.h>

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@@ -1969,7 +1969,7 @@ static void sample_mesh(FluidFlowSettings *ffs,
printf("adding flow object vel: [%f, %f, %f]\n", hit_vel[0], hit_vel[1], hit_vel[2]);
# endif
}
/* Convert xyz velocities flow settings from world to grid space. */
/* Convert XYZ velocities flow settings from world to grid space. */
float convert_vel[3];
copy_v3_v3(convert_vel, ffs->vel_coord);
float time_mult = 1.0 / (25.0f * DT_DEFAULT);

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@@ -150,13 +150,13 @@ struct ShadowBlock {
BLI_STATIC_ASSERT_ALIGN(ShadowBlock, 16)
struct LightData {
vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */
vec4 color_influence_volume; /* w : InfluenceRadius but for Volume power */
vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
vec4 diff_spec_volume; /* xyz: Diffuse/Spec/Volume power, w: radius for volumetric. */
vec4 position_influence; /* W: InfluenceRadius (inversed and squared) */
vec4 color_influence_volume; /* W: InfluenceRadius but for Volume power */
vec4 spotdata_radius_shadow; /* X: spot size, y : spot blend, z : radius, w: shadow id */
vec4 rightvec_sizex; /* XYZ: Normalized up vector, w: area size X or spot scale X */
vec4 upvec_sizey; /* XYZ: Normalized right vector, w: area size Y or spot scale Y */
vec4 forwardvec_type; /* XYZ: Normalized forward vector, w: Light Type */
vec4 diff_spec_volume; /* XYZ: Diffuse/Spec/Volume power, w: radius for volumetric. */
};
BLI_STATIC_ASSERT_ALIGN(LightData, 16)

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@@ -953,7 +953,7 @@ void VolumeLayer::sync()
}
{
PassMain::Sub &pass = layer_pass.sub("material_ps");
/* Double sided with stencil equal to ensure only one fragment is nvoked per pixel. */
/* Double sided with stencil equal to ensure only one fragment is invoked per pixel. */
pass.state_set(DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
pass.state_stencil(0x1u, 0x1u, 0x1u);
pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
@@ -1067,10 +1067,10 @@ void VolumePipeline::render(View &view, Texture &occupancy_tx)
VolumeObjectBounds::VolumeObjectBounds(const Camera &camera, Object *ob)
{
/* TODO(fclem): For panoramic camera, we will have to do this check for each cubeface. */
/* TODO(fclem): For panoramic camera, we will have to do this check for each cube-face. */
const float4x4 &view_matrix = camera.data_get().viewmat;
/* Note in practice we only care about the projection type since we only care about 2D overlap,
* and this is independant of FOV. */
* and this is independent of FOV. */
const float4x4 &projection_matrix = camera.data_get().winmat;
const Bounds<float3> bounds = BKE_object_boundbox_get(ob).value_or(Bounds(float3(0.0f)));
@@ -1083,7 +1083,7 @@ VolumeObjectBounds::VolumeObjectBounds(const Camera &camera, Object *ob)
for (float3 l_corner : bb.vec) {
float3 ws_corner = math::transform_point(ob->object_to_world(), l_corner);
/* Split view and projection for percision. */
/* Split view and projection for precision. */
float3 vs_corner = math::transform_point(view_matrix, ws_corner);
float3 ss_corner = math::project_point(projection_matrix, vs_corner);

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@@ -24,7 +24,7 @@ float volume_froxel_jitter(ivec2 froxel, float offset)
}
/* Volume froxel texture normalized linear Z to view space Z.
* Not dependant on projection matrix (as long as drw_view_is_perspective is consistent). */
* Not dependent on projection matrix (as long as drw_view_is_perspective is consistent). */
float volume_z_to_view_z(float z)
{
float near = uniform_buf.volumes.depth_near;
@@ -41,7 +41,7 @@ float volume_z_to_view_z(float z)
}
/* View space Z to volume froxel texture normalized linear Z.
* Not dependant on projection matrix (as long as drw_view_is_perspective is consistent). */
* Not dependent on projection matrix (as long as drw_view_is_perspective is consistent). */
float view_z_to_volume_z(float depth)
{
float near = uniform_buf.volumes.depth_near;

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@@ -125,7 +125,7 @@ enum eLattice_FlipAxes {
/**
* Flip midpoint value so that relative distances between midpoint and neighbor-pair is maintained.
* Assumes that uvw <=> xyz (i.e. axis-aligned index-axes with coordinate-axes).
* Assumes that UVW <=> XYZ (i.e. axis-aligned index-axes with coordinate-axes).
* - Helper for #lattice_flip_exec()
*/
static void lattice_flip_point_value(

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@@ -1837,7 +1837,7 @@ static ListBase /*tEulerFilter*/ euler_filter_group_channels(
* saves another loop over the animation data. */
ale->update |= ANIM_UPDATE_DEFAULT;
/* Optimization: assume that xyz curves will always be stored consecutively,
/* Optimization: assume that XYZ curves will always be stored consecutively,
* so if the paths or the ID's don't match up, then a curve needs to be added
* to a new group.
*/

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@@ -139,7 +139,7 @@ uint GPU_vertformat_attr_add(GPUVertFormat *format,
assert(fetch_mode == GPU_FETCH_FLOAT);
break;
case GPU_COMP_I10:
/* 10_10_10 format intended for normals (xyz) or colors (rgb)
/* 10_10_10 format intended for normals (XYZ) or colors (RGB)
* extra component packed.w can be manually set to { -2, -1, 0, 1 } */
assert(ELEM(comp_len, 3, 4));

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@@ -62,7 +62,7 @@ typedef struct RegionView3D {
/** Transform gizmo matrix. */
float twmat[4][4];
/** min/max dot product on twmat xyz axis. */
/** min/max dot product on `twmat` XYZ axis. */
float tw_axis_min[3], tw_axis_max[3];
float tw_axis_matrix[3][3];