code cleanup: spelling

This commit is contained in:
Campbell Barton
2012-10-20 20:36:51 +00:00
parent c56a911cd9
commit 7deb8d8a26
20 changed files with 23 additions and 23 deletions

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@@ -46,7 +46,7 @@ class ntlGeometryShader :
/*! notify object that dump is in progress (e.g. for field dump) */
virtual void notifyShaderOfDump(int dumptype, int frameNr,char *frameNrStr,string outfilename) = 0;
/*! get ouput filename, returns global render outfile if empty */
/*! get output filename, returns global render outfile if empty */
string getOutFilename( void ) { return mOutFilename; }
protected:

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@@ -40,7 +40,7 @@ public:
{
q_nr += m_qrange.start;
project(m_scene->m_Wq, Range(q_nr, ndof), m_qrange).setZero();
// update the ouput vector so that the movement of this joint will be
// update the output vector so that the movement of this joint will be
// taken into account and we can put the joint back in its initial position
// which means that the jacobian doesn't need to be changed
for (unsigned int i=0 ;i<ndof ; ++i, ++q_nr) {

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@@ -1462,7 +1462,7 @@ void vec_roll_to_mat3(const float vec[3], const float roll, float mat[][3])
* so a value inbetween these is needed.
*
* was 0.000001, causes bug [#30438] (which is same as [#27675, imho).
* Reseting it to org value seems to cause no more [#23954]...
* Resetting it to org value seems to cause no more [#23954]...
*
* was 0.0000000000001, caused bug [#31333], smaller values give unstable
* roll when toggling editmode again...
@@ -1593,7 +1593,7 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected
if (UNLIKELY(pchanp == NULL)) {
/* happens for proxies that become invalid because of a missing link
* for regulat cases it shouldn't happen at all */
* for regular cases it shouldn't happen at all */
}
else if (pchan->bone->layer & layer_protected) {
ListBase proxylocal_constraints = {NULL, NULL};

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@@ -503,7 +503,7 @@ static void layer_bucket_init(MaskRasterLayer *layer, const float pixel_size)
BLI_assert(bucket_index < bucket_tot);
/* check if the bucket intersects with the face */
/* note: there is a tradeoff here since checking box/tri intersections isn't
/* note: there is a trade off here since checking box/tri intersections isn't
* as optimal as it could be, but checking pixels against faces they will never intersect
* with is likely the greater slowdown here - so check if the cell intersects the face */
if (layer_bucket_isect_test(layer, face_index,

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@@ -2602,7 +2602,7 @@ int BKE_ptcache_object_reset(Scene *scene, Object *ob, int mode)
}
for (psys=ob->particlesystem.first; psys; psys=psys->next) {
/* children or just redo can be calculated without reseting anything */
/* children or just redo can be calculated without resetting anything */
if (psys->recalc & PSYS_RECALC_REDO || psys->recalc & PSYS_RECALC_CHILD)
skip = 1;
/* Baked cloth hair has to be checked too, because we don't want to reset */

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@@ -193,7 +193,7 @@ void BLI_bpath_absolute_convert(Main *bmain, const char *basedir, ReportList *re
/**
* find this file recursively, use the biggest file so thumbnails don't get used by mistake
* \param filename_new: the path will be copied here, caller must initialize as empyu string.
* \param filename_new: the path will be copied here, caller must initialize as empty string.
* \param dirname: subdir to search
* \param filename: set this filename
* \param filesize: filesize for the file

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@@ -490,7 +490,7 @@ static void bm_loop_interp_mdisps(BMesh *bm, BMLoop *target, BMFace *source)
}
/**
* smoothes boundaries between multires grids,
* smooths boundaries between multires grids,
* including some borders in adjacent faces
*/
void BM_face_multires_bounds_smooth(BMesh *bm, BMFace *f)

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@@ -982,7 +982,7 @@ void bmo_subdivide_edges_exec(BMesh *bm, BMOperator *op)
* This edge pair could be used by more then one face,
* in this case it used to (2.63), split both faces along the same verts
* while it could be calculated which face should do the split,
* its ambigious, so in this case we're better off to skip them as exceptional cases
* it's ambiguous, so in this case we're better off to skip them as exceptional cases
* and not try to be clever guessing which face to cut up.
*
* To avoid this case we need to check:

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@@ -87,7 +87,7 @@ public:
/**
* @brief determine the resolution of this data going through this socket
* @param resolution the result of this operation
* @param preferredResolution the preferrable resolution as no resolution could be determined
* @param preferredResolution the preferable resolution as no resolution could be determined
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);

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@@ -94,7 +94,7 @@ public:
* @brief determine the resolution of this node
* @note this method will not set the resolution, this is the responsibility of the caller
* @param resolution the result of this operation
* @param preferredResolution the preferrable resolution as no resolution could be determined
* @param preferredResolution the preferable resolution as no resolution could be determined
*/
virtual void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);

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@@ -57,7 +57,7 @@ public:
/**
* @brief determine the resolution of this socket
* @param resolution the result of this operation
* @param preferredResolution the preferrable resolution as no resolution could be determined
* @param preferredResolution the preferable resolution as no resolution could be determined
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);

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@@ -1252,7 +1252,7 @@ int initTransInfo(bContext *C, TransInfo *t, wmOperator *op, wmEvent *event)
/* TRANSFORM_FIX_ME rna restrictions */
if (t->prop_size <= 0.00001f) {
printf("Proportional size (%f) under 0.00001, reseting to 1!\n", t->prop_size);
printf("Proportional size (%f) under 0.00001, resetting to 1!\n", t->prop_size);
t->prop_size = 1.0f;
}

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@@ -280,7 +280,7 @@ typedef struct SoftBody {
float nodemass; /* softbody mass of *vertex* */
char namedVG_Mass[64]; /* MAX_VGROUP_NAME */
/* along with it introduce mass painting
* starting to fix old bug .. nastyness that VG are indexes
* starting to fix old bug .. nastiness that VG are indexes
* rather find them by name tag to find it -> jow20090613 */
float grav; /* softbody amount of gravitaion to apply */
float mediafrict; /* friction to env */
@@ -295,7 +295,7 @@ typedef struct SoftBody {
float defgoal; /* default goal for vertices without vgroup */
short vertgroup; /* index starting at 1 */
char namedVG_Softgoal[64]; /* MAX_VGROUP_NAME */
/* starting to fix old bug .. nastyness that VG are indexes
/* starting to fix old bug .. nastiness that VG are indexes
* rather find them by name tag to find it -> jow20090613 */
short fuzzyness; /* */
@@ -305,7 +305,7 @@ typedef struct SoftBody {
float infrict; /* softbody inner springs friction */
char namedVG_Spring_K[64]; /* MAX_VGROUP_NAME */
/* along with it introduce Spring_K painting
* starting to fix old bug .. nastyness that VG are indexes
* starting to fix old bug .. nastiness that VG are indexes
* rather find them by name tag to find it -> jow20090613 */
/* baking */

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@@ -62,7 +62,7 @@ typedef long long __int64;
* - if you want a struct not to be in DNA file: add two hash marks above it (#<enter>#<enter>)
*
* Structure DNA data is added to each blender file and to each executable, this to detect
* in .blend files new veriables in structs, changed array sizes, etc. It's also used for
* in .blend files new variables in structs, changed array sizes, etc. It's also used for
* converting endian and pointer size (32-64 bits)
* As an extra, Python uses a call to detect run-time the contents of a blender struct.
*

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@@ -116,7 +116,7 @@ typedef struct BPy_BMElemSeq {
/* if this is a sequence on an existing element,
* loops of faces for eg.
* If this veriable is set, it will be used */
* If this variable is set, it will be used */
/* we hold a reference to this.
* check in case the owner becomes invalid on access */

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@@ -1363,7 +1363,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
/* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
inp= dot_v3v3(vn, lv);
/* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
/* phong threshold to prevent backfacing faces having artifacts on ray shadow (terminator problem) */
/* this complex construction screams for a nicer implementation! (ton) */
if (R.r.mode & R_SHADOW) {
if (ma->mode & MA_SHADOW) {

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@@ -1029,7 +1029,7 @@ void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, const float ho1[4], const
/**
* Fill the z buffer, but invert z order, and add the face index to
* the corresponing face buffer.
* the corresponding face buffer.
*
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().

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@@ -317,7 +317,7 @@ void WM_cursor_time(wmWindow *win, int nr)
/* Because defining a cursor mixes declarations and executable code
* each cursor needs it's own scoping block or it would be split up
* over several hundred lines of code. To enforce/document this better
* I define 2 pretty braindead macros so it's obvious what the extra "[]"
* I define 2 pretty brain-dead macros so it's obvious what the extra "[]"
* are for */
#define BEGIN_CURSOR_BLOCK {

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@@ -141,7 +141,7 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* r
KX_GameObject* hitKXObj = client_info->m_gameobject;
/* Is this me? In the ray test, there are a lot of extra checks
* for aliasing artefacts from self-hits. That doesn't happen
* for aliasing artifacts from self-hits. That doesn't happen
* here, so a simple test suffices. Or does the camera also get
* self-hits? (No, and the raysensor shouldn't do it either, since
* self-hits are excluded by setting the correct ignore-object.)

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@@ -103,7 +103,7 @@ SetParentRelation(
/**
* Update Spatial Data.
* Calculates WorldTransform., (either doing itsself or using the linked SGControllers)
* Calculates WorldTransform., (either doing its self or using the linked SGControllers)
*/