diff --git a/source/blender/geometry/intern/mesh_boolean_manifold.cc b/source/blender/geometry/intern/mesh_boolean_manifold.cc index 3ffdd1b4bd4..6b3f36b7df6 100644 --- a/source/blender/geometry/intern/mesh_boolean_manifold.cc +++ b/source/blender/geometry/intern/mesh_boolean_manifold.cc @@ -1248,7 +1248,7 @@ static void merge_out_faces(Vector &faces) } } -/** Return true if the ponts p0, p1, p2 are approximately in a straight line. */ +/** Return true if the points p0, p1, p2 are approximately in a straight line. */ static inline bool approx_in_line(const float3 &p0, const float3 &p1, const float3 &p2) { float cos_ang = math::dot(math::normalize(p1 - p0), math::normalize(p2 - p1)); diff --git a/source/blender/geometry/intern/uv_pack.cc b/source/blender/geometry/intern/uv_pack.cc index d22d043ab92..bfcafb33ca8 100644 --- a/source/blender/geometry/intern/uv_pack.cc +++ b/source/blender/geometry/intern/uv_pack.cc @@ -1782,7 +1782,7 @@ static int64_t pack_island_xatlas(const Span> isla * \param margin: Add `margin` units around islands before packing. * \param params: Additional parameters. Scale and margin information is ignored. * \param r_phis: Island layout information will be written here. - * \return Size of square covering the resulting packed UVs. The maximum `u` or `v` co-ordinate. + * \return Size of square covering the resulting packed UVs. The maximum `u` or `v` coordinate. */ static float pack_islands_scale_margin(const Span islands, const float scale, diff --git a/source/blender/geometry/intern/uv_parametrizer.cc b/source/blender/geometry/intern/uv_parametrizer.cc index df3d2f9e79a..57f2bf70c14 100644 --- a/source/blender/geometry/intern/uv_parametrizer.cc +++ b/source/blender/geometry/intern/uv_parametrizer.cc @@ -4271,7 +4271,7 @@ void uv_parametrizer_average(ParamHandle *phandle, bool ignore_pinned, bool scal s[0][1] = va->uv[1] - vc->uv[1]; s[1][0] = vb->uv[0] - vc->uv[0]; s[1][1] = vb->uv[1] - vc->uv[1]; - /* Find the "U" axis and "V" axis in triangle co-ordinates. Normally this would require + /* Find the "U" axis and "V" axis in triangle coordinates. Normally this would require * SVD, but in 2D we can use a cheaper matrix inversion instead. */ if (!invert_m2_m2(m, s)) { continue;