[Bf-blender-cvs] [39678442e1e] blender2.8: Cleanup: typos

Campbell Barton noreply at git.blender.org
Tue Jul 3 09:22:22 CEST 2018


Commit: 39678442e1ed515f84d62ac75b11086699d4e8b3
Author: Campbell Barton
Date:   Tue Jul 3 09:08:00 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB39678442e1ed515f84d62ac75b11086699d4e8b3

Cleanup: typos

===================================================================

M	source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.h
M	source/blender/draw/engines/eevee/eevee_lightprobes.c
M	source/blender/draw/engines/eevee/eevee_lights.c
M	source/blender/draw/engines/eevee/eevee_private.h
M	source/blender/draw/intern/DRW_render.h
M	source/blender/draw/intern/draw_armature.c
M	source/blender/draw/intern/draw_cache_impl_curve.c
M	source/blender/draw/intern/draw_cache_impl_mesh.c
M	source/blender/draw/intern/draw_manager_exec.c
M	source/blender/editors/space_outliner/outliner_ops.c
M	source/creator/creator.c

===================================================================

diff --git a/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.h b/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.h
index 8fca90e9f5b..40b1f94c7bc 100644
--- a/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.h
+++ b/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.h
@@ -34,7 +34,7 @@
 
 struct ID;
 
-/* Unkomment this to have verbose log about original and CoW pointers
+/* Uncomment this to have verbose log about original and CoW pointers
  * logged, with detailed information when they are allocated, expanded
  * and remapped.
  */
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index a45d69794f3..346938b19f8 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1250,9 +1250,9 @@ static void render_scene_to_probe(
 	/* Move to capture position */
 	negate_v3_v3(posmat[3], pos);
 
-	/* 1 - Render to each cubeface individually.
+	/* 1 - Render to each cube-face individually.
 	 * We do this instead of using geometry shader because a) it's faster,
-	 * b) it's easier than fixing the nodetree shaders (for view dependant effects). */
+	 * b) it's easier than fixing the node-tree shaders (for view dependent effects). */
 	pinfo->layer = 0;
 	perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
 
@@ -1349,7 +1349,7 @@ static void render_scene_to_planar(
 	EEVEE_draw_shadows(sldata, psl);
 
 	/* Since we are rendering with an inverted view matrix, we need
-	 * to invert the facing for backface culling to be the same. */
+	 * to invert the facing for back-face culling to be the same. */
 	DRW_state_invert_facing();
 	/* Set clipping plan */
 	copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset);
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index f5673d1a616..880519911ed 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -1086,7 +1086,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
 		DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
 
 		/* Render shadow cube */
-		/* Render 6 faces separatly: seems to be faster for the general case.
+		/* Render 6 faces separately: seems to be faster for the general case.
 		 * The only time it's more beneficial is when the CPU culling overhead
 		 * outweight the instancing overhead. which is rarelly the case. */
 		for (int j = 0; j < 6; j++) {
@@ -1193,7 +1193,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
 		invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
 
 		/* Render shadow cascades */
-		/* Render cascade separatly: seems to be faster for the general case.
+		/* Render cascade separately: seems to be faster for the general case.
 		 * The only time it's more beneficial is when the CPU culling overhead
 		 * outweight the instancing overhead. which is rarelly the case. */
 		for (int j = 0; j < la->cascade_count; j++) {
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index fa9d2453934..d077668197d 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -587,7 +587,7 @@ typedef struct EEVEE_EffectsInfo {
 
 /* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
 /* !! CAUTION !!
- * - [i]vec3 need to be paded to [i]vec4 (even in ubo declaration).
+ * - [i]vec3 need to be padded to [i]vec4 (even in ubo declaration).
  * - Make sure that [i]vec4 start at a multiple of 16 bytes.
  * - Arrays of vec2/vec3 are padded as arrays of vec4.
  * - sizeof(bool) == sizeof(int) in GLSL so use int in C */
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index d6187e32036..fdb1b87589e 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -431,7 +431,7 @@ void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
 void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
 void DRW_viewport_matrix_override_unset_all(void);
 
-/* Thoses are in viewspace so negative if in persp.
+/* These are in view-space so negative if in perspective.
  * Extract near and far clip distance from the projection matrix. */
 float DRW_viewport_near_distance_get(void);
 float DRW_viewport_far_distance_get(void);
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
index 82662d77020..3faf8a352b2 100644
--- a/source/blender/draw/intern/draw_armature.c
+++ b/source/blender/draw/intern/draw_armature.c
@@ -1298,7 +1298,7 @@ static void draw_bone_line(
 		drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail);
 	}
 	else {
-		/* In selection mode, draw bone, root and tip separatly. */
+		/* In selection mode, draw bone, root and tip separately. */
 		DRW_select_load_id(select_id | BONESEL_BONE);
 		drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display);
 
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
index 3939ea062e9..1bf34953dc6 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.c
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -61,7 +61,7 @@ enum {
  * TODO
  * - Ensure `CurveCache`, `SEQUENCER_DAG_WORKAROUND`.
  * - Check number of verts/edges to see if cache is valid.
- * - Check if 'overlay.edges' can use single attribyte per edge, not 2 (for selection drawing).
+ * - Check if 'overlay.edges' can use single attribute per edge, not 2 (for selection drawing).
  */
 
 static void curve_batch_cache_clear(Curve *cu);
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index df91af8123a..eafcfb007e7 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -1595,7 +1595,7 @@ typedef struct MeshBatchCache {
 	int edges_face_overlay_tri_count; /* Number of tri in edges_face_overlay(_adj)_tx */
 
 	/* Maybe have shaded_triangles_data split into pos_nor and uv_tangent
-	 * to minimise data transfer for skinned mesh. */
+	 * to minimize data transfer for skinned mesh. */
 	Gwn_VertFormat shaded_triangles_format;
 	Gwn_VertBuf *shaded_triangles_data;
 	Gwn_IndexBuf **shaded_triangles_in_order;
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 3b7d19ac361..03692fd9475 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -923,7 +923,7 @@ static void release_texture_slots(bool with_persist)
 		}
 	}
 
-	/* Reset so that slots are consistenly assigned for different shader
+	/* Reset so that slots are consistently assigned for different shader
 	 * draw calls, to avoid shader specialization/patching by the driver. */
 	DST.RST.bind_tex_inc = 0;
 }
@@ -940,7 +940,7 @@ static void release_ubo_slots(bool with_persist)
 		}
 	}
 
-	/* Reset so that slots are consistenly assigned for different shader
+	/* Reset so that slots are consistently assigned for different shader
 	 * draw calls, to avoid shader specialization/patching by the driver. */
 	DST.RST.bind_ubo_inc = 0;
 }
diff --git a/source/blender/editors/space_outliner/outliner_ops.c b/source/blender/editors/space_outliner/outliner_ops.c
index 4d8c0c5bd38..38640a0e23d 100644
--- a/source/blender/editors/space_outliner/outliner_ops.c
+++ b/source/blender/editors/space_outliner/outliner_ops.c
@@ -467,7 +467,7 @@ static wmKeyMap *outliner_item_drag_drop_modal_keymap(wmKeyConfig *keyconf)
 		{OUTLINER_ITEM_DRAG_CONFIRM, "CONFIRM", 0, "Confirm/Drop", ""},
 		{0, NULL, 0, NULL, NULL}
 	};
-	const char *map_name = "Outliner Item Drap & Drop Modal Map";
+	const char *map_name = "Outliner Item Drag & Drop Modal Map";
 
 	wmKeyMap *keymap = WM_modalkeymap_get(keyconf, map_name);
 
diff --git a/source/creator/creator.c b/source/creator/creator.c
index 6fd5771434c..18396149342 100644
--- a/source/creator/creator.c
+++ b/source/creator/creator.c
@@ -236,7 +236,7 @@ int main(
 	struct CreatorAtExitData app_init_data = {NULL};
 	BKE_blender_atexit_register(callback_main_atexit, &app_init_data);
 
-	/* Unbuffered stdout makes stdout and stderr better synchronised, and helps
+	/* Unbuffered stdout makes stdout and stderr better synchronized, and helps
 	 * when stepping through code in a debugger (prints are immediately
 	 * visible). */
 	setvbuf(stdout, NULL, _IONBF, 0);



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