fix incorrect assert for mask face checking, also correct own bad spelling
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@@ -2110,7 +2110,7 @@ void CDDM_calc_normals_mapping_ex(DerivedMesh *dm, const short only_face_normals
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/* No tessellation on this mesh yet, need to calculate one.
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*
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* Important not to update face normals from polys since it
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* interfears with assigning the new normal layer in the following code.
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* interferes with assigning the new normal layer in the following code.
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*/
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CDDM_recalc_tessellation_ex(dm, FALSE);
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}
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@@ -64,7 +64,8 @@
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unsigned int *_t = face; \
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BLI_assert(_t[0] < vert_max); \
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BLI_assert(_t[1] < vert_max); \
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BLI_assert(_t[2] < vert_max || _t[2] == TRI_VERT); \
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BLI_assert(_t[2] < vert_max); \
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BLI_assert(_t[3] < vert_max || _t[3] == TRI_VERT); \
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} (void)0
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void rotate_point(const float cent[2], const float angle, float p[2], const float asp[2])
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@@ -94,7 +95,7 @@ void rotate_point(const float cent[2], const float angle, float p[2], const floa
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/* --------------------------------------------------------------------- */
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/**
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* A single #MaskRasterHandle contains multile #MaskRasterLayer's,
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* A single #MaskRasterHandle contains multiple #MaskRasterLayer's,
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* each #MaskRasterLayer does its own lookup which contributes to
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* the final pixel with its own blending mode and the final pixel
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* is blended between these.
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@@ -801,7 +802,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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sf_vert_next = sf_vert->next;
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copy_v3_v3(cos, sf_vert->co);
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/* remove so as not to interfear with fill (called after) */
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/* remove so as not to interfere with fill (called after) */
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if (sf_vert->keyindex == SF_KEYINDEX_TEMP_ID) {
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BLI_remlink(&sf_ctx.fillvertbase, sf_vert);
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}
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@@ -812,13 +813,13 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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cos += 3;
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}
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/* main scanfill */
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/* main scan-fill */
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sf_tri_tot = BLI_scanfill_calc_ex(&sf_ctx, FALSE, zvec);
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face_array = MEM_mallocN(sizeof(*face_array) * (sf_tri_tot + tot_feather_quads), "maskrast_face_index");
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face_index = 0;
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/* tri's */
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/* faces */
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face = (unsigned int *)face_array;
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for (sf_tri = sf_ctx.fillfacebase.first; sf_tri; sf_tri = sf_tri->next) {
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*(face++) = sf_tri->v3->tmp.u;
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@@ -1111,7 +1111,7 @@ void mat3_to_rot_size(float rot[3][3], float size[3], float mat3[3][3])
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/* rotation & scale are linked, we need to create the mat's
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* for these together since they are related. */
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/* so scale doesnt interfear with rotation [#24291] */
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/* so scale doesn't interfere with rotation [#24291] */
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/* note: this is a workaround for negative matrix not working for rotation conversion, FIXME */
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normalize_m3_m3(mat3_n, mat3);
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if (is_negative_m3(mat3)) {
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@@ -5241,7 +5241,7 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
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pixel_size = size;
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}
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/* fade out the brush (cheap trick to work around brush interfearing with sampling [#])*/
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/* fade out the brush (cheap trick to work around brush interfering with sampling [#])*/
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if (pixel_size < PX_SIZE_FADE_MIN) {
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return;
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}
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@@ -5253,7 +5253,7 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
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glTranslatef((float)x, (float)y, 0.0f);
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/* No need to scale for uv sculpting, on the contrary it might be useful to keep unscaled */
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/* No need to scale for uv sculpting, on the contrary it might be useful to keep un-scaled */
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if (use_zoom)
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glScalef(zoomx, zoomy, 1.0f);
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@@ -1066,7 +1066,7 @@ static uiBlock *wm_block_dialog_create(bContext *C, ARegion *ar, void *userData)
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/* clear so the OK button is left alone */
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uiBlockSetFunc(block, NULL, NULL, NULL);
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/* new column so as not to interfear with custom layouts [#26436] */
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/* new column so as not to interfere with custom layouts [#26436] */
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{
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uiBlock *col_block;
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uiLayout *col;
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