[Bf-blender-cvs] [dc3baf2c787] master: Cleanup: spelling

Campbell Barton noreply at git.blender.org
Thu Jul 30 00:45:02 CEST 2020


Commit: dc3baf2c7877ce7f19f6a82dfa8d0f14a8b49e6a
Author: Campbell Barton
Date:   Thu Jul 30 08:31:25 2020 +1000
Branches: master
https://developer.blender.org/rBdc3baf2c7877ce7f19f6a82dfa8d0f14a8b49e6a

Cleanup: spelling

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

M	source/blender/blenkernel/BKE_paint.h
M	source/blender/blenkernel/intern/image_gpu.c
M	source/blender/editors/transform/transform_convert_mesh.c
M	source/blender/gpu/intern/gpu_shader.cc

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

diff --git a/source/blender/blenkernel/BKE_paint.h b/source/blender/blenkernel/BKE_paint.h
index b9a8dbd762f..a84fb258330 100644
--- a/source/blender/blenkernel/BKE_paint.h
+++ b/source/blender/blenkernel/BKE_paint.h
@@ -262,7 +262,7 @@ typedef struct SculptPoseIKChain {
 typedef struct SculptClothLengthConstraint {
   /* Elements that are affected by the constraint. */
   /* Element a should always be a mesh vertex with the index stored in elem_index_a as it is always
-   * deformed. Element b cound be another vertex of the same mesh or any other position (arbitrary
+   * deformed. Element b could be another vertex of the same mesh or any other position (arbitrary
    * point, position for a previous state). In that case, elem_index_a and elem_index_b should be
    * the same to avoid affecting two different vertices when solving the constraints.
    * *elem_position points to the position which is owned by the element. */
diff --git a/source/blender/blenkernel/intern/image_gpu.c b/source/blender/blenkernel/intern/image_gpu.c
index 6999051d77b..56351a6f93c 100644
--- a/source/blender/blenkernel/intern/image_gpu.c
+++ b/source/blender/blenkernel/intern/image_gpu.c
@@ -299,7 +299,7 @@ static GPUTexture *image_get_gpu_texture(Image *ima,
   }
 
   /* Check if we have a valid image. If not, we return a dummy
-   * texture with zero bindcode so we don't keep trying. */
+   * texture with zero bind-code so we don't keep trying. */
   ImageTile *tile = BKE_image_get_tile(ima, 0);
   if (tile == NULL || tile->ok == 0) {
     *tex = image_gpu_texture_error_create(textarget);
@@ -782,4 +782,4 @@ void BKE_image_paint_set_mipmap(Main *bmain, bool mipmap)
   }
 }
 
-/** \} */
\ No newline at end of file
+/** \} */
diff --git a/source/blender/editors/transform/transform_convert_mesh.c b/source/blender/editors/transform/transform_convert_mesh.c
index e4960e1ec71..2e0f7a3a113 100644
--- a/source/blender/editors/transform/transform_convert_mesh.c
+++ b/source/blender/editors/transform/transform_convert_mesh.c
@@ -1026,8 +1026,10 @@ static void mesh_customdatacorrect_free_cb(struct TransInfo *UNUSED(t),
 
 #  define FACE_SUBSTITUTE_INDEX INT_MIN
 
-/* Search for a neighboring face with area and preferably without selected vertex.
- * Used to replace arealess faces in customdata correction. */
+/**
+ * Search for a neighboring face with area and preferably without selected vertex.
+ * Used to replace area-less faces in custom-data correction.
+ */
 static BMFace *mesh_customdatacorrect_find_best_face_substitute(BMFace *f)
 {
   BMFace *best_face = NULL;
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index a2aace218aa..89af4fd17c0 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -807,14 +807,14 @@ void GPU_shader_uniform_vector_int(
 /** \} */
 
 /* -------------------------------------------------------------------- */
-/** \name sRGB rendering workaround.
+/** \name sRGB Rendering Workaround
  *
- * The viewport overlay framebuffer is sRGB and will expect shaders to output display refered
- * Linear colors. But other framebuffers (i.e: the area framebuffers) are not sRGB and require the
- * shader output color to be in sRGB space (assumed display encoded colorspace as the time of
- * writting).
+ * The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
+ * Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
+ * the shader output color to be in sRGB space
+ * (assumed display encoded color-space as the time of writing).
  * For this reason we have a uniform to switch the transform on and off depending on the current
- * framebuffer colorspace.
+ * frame-buffer color-space.
  * \{ */
 
 static int g_shader_builtin_srgb_transform = 0;



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