[Bf-blender-cvs] [d023c4104cb] master: Cleanup: spelling, correct comments

Campbell Barton noreply at git.blender.org
Fri Sep 11 06:58:06 CEST 2020


Commit: d023c4104cb642c839d5868411a3b719f3528421
Author: Campbell Barton
Date:   Fri Sep 11 14:45:42 2020 +1000
Branches: master
https://developer.blender.org/rBd023c4104cb642c839d5868411a3b719f3528421

Cleanup: spelling, correct comments

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

M	source/blender/blenkernel/intern/softbody.c
M	source/blender/blenlib/intern/math_matrix.c
M	source/blender/blenloader/intern/readfile.c
M	source/blender/bmesh/bmesh.h
M	source/blender/depsgraph/intern/depsgraph_physics.cc
M	source/blender/editors/curve/editcurve.c
M	source/blender/editors/object/object_constraint.c
M	source/blender/gpu/opengl/gl_debug.cc
M	source/blender/modifiers/intern/MOD_meshcache_mdd.c
M	source/blender/python/gpu/gpu_py_shader.c

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

diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 88b32e194cf..9cf5ef85850 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -3014,7 +3014,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
        *
        * a: never ever make tangent handles (sub) and or (ob)ject to collision.
        * b: rather calculate them using some C2
-       *    (C2= continuous in second derivate -> no jump in bending ) condition.
+       *    (C2= continuous in second derivative -> no jump in bending ) condition.
        *
        * Not too hard to do, but needs some more code to care for;
        * some one may want look at it (JOW 2010/06/12). */
diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c
index 08c7d3b1e91..6727e6a337d 100644
--- a/source/blender/blenlib/intern/math_matrix.c
+++ b/source/blender/blenlib/intern/math_matrix.c
@@ -2616,9 +2616,9 @@ void print_m4(const char *str, const float m[4][4])
  *
  * Compute the Single Value Decomposition of an arbitrary matrix A
  * That is compute the 3 matrices U,W,V with U column orthogonal (m,n)
- * ,W a diagonal matrix and V an orthogonal square matrix s.t.
- * A = U.W.Vt. From this decomposition it is trivial to compute the
- * (pseudo-inverse) of A as Ainv = V.Winv.tranpose(U).
+ * ,W a diagonal matrix and V an orthogonal square matrix `s.t.A = U.W.Vt`.
+ * From this decomposition it is trivial to compute the (pseudo-inverse)
+ * of `A` as `Ainv = V.Winv.transpose(U)`.
  */
 
 void svd_m4(float U[4][4], float s[4], float V[4][4], float A_[4][4])
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 3d42330dd4f..b9f94b08558 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -7311,8 +7311,8 @@ static void lib_link_all(FileData *fd, Main *bmain)
         lib_link_object(&reader, (Object *)id);
         break;
       case ID_SCR:
-        /* DO NOT skip screens here,
-         * 3D viewport may contains pointers to other ID data (like bgpic)! See T41411. */
+        /* DO NOT skip screens here, 3D viewport may contains pointers
+         * to other ID data (like #View3D.ob_center)! See T41411. */
         lib_link_screen(&reader, (bScreen *)id);
         break;
       case ID_PA:
diff --git a/source/blender/bmesh/bmesh.h b/source/blender/bmesh/bmesh.h
index 5f5d6baaba2..9199801d1a1 100644
--- a/source/blender/bmesh/bmesh.h
+++ b/source/blender/bmesh/bmesh.h
@@ -41,7 +41,7 @@
  * \subsection bm_faces Faces
  *
  * Faces in BMesh are stored as a circular linked list of loops. Loops store per-face-vertex data
- * (amongst other things outlined later in this document), and define the face boundary.
+ * (among other things outlined later in this document), and define the face boundary.
  * \subsection bm_loop The Loop
  *
  * Loops can be thought of as a *face-corner*, since faces don't reference verts or edges directly.
diff --git a/source/blender/depsgraph/intern/depsgraph_physics.cc b/source/blender/depsgraph/intern/depsgraph_physics.cc
index bc73700e1ba..0b8203ab05f 100644
--- a/source/blender/depsgraph/intern/depsgraph_physics.cc
+++ b/source/blender/depsgraph/intern/depsgraph_physics.cc
@@ -96,7 +96,7 @@ ListBase *DEG_get_collision_relations(const Depsgraph *graph,
   if (hash == nullptr) {
     return nullptr;
   }
-  /* Note: nullptr is a valid loolup key here as it means that the relation is not bound to a
+  /* Note: nullptr is a valid lookup key here as it means that the relation is not bound to a
    * specific collection. */
   ID *collection_orig = DEG_get_original_id(object_id_safe(collection));
   return hash->lookup_default(collection_orig, nullptr);
diff --git a/source/blender/editors/curve/editcurve.c b/source/blender/editors/curve/editcurve.c
index 2b3df79476a..e6815582a04 100644
--- a/source/blender/editors/curve/editcurve.c
+++ b/source/blender/editors/curve/editcurve.c
@@ -3640,9 +3640,8 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts)
        * degree of the functions used to build the NURB. The
        * expression
        *
-       *     degree = #knots - #controlpoints + 1 (J Walter piece)
-       *     degree = #knots - #controlpoints     (Blender
-       *                                           implementation)
+       *     `degree = knots - controlpoints + 1` (J Walter piece)
+       *     `degree = knots - controlpoints` (Blender implementation)
        *       ( this is confusing.... what is true? Another concern
        *       is that the JW piece allows the curve to become
        *       explicitly 1st order derivative discontinuous, while
@@ -3651,12 +3650,12 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts)
        * is an invariant for a single NURB curve. Raising the degree
        * of the NURB is done elsewhere; the degree is assumed
        * constant during this operation. Degree is a property shared
-       * by all controlpoints in a curve (even though it is stored
+       * by all control-points in a curve (even though it is stored
        * per control point - this can be misleading).
        * Adding a knot is done by searching for the place in the
        * knot vector where a certain knot value must be inserted, or
        * by picking an appropriate knot value between two existing
-       * ones. The number of controlpoints that is influenced by the
+       * ones. The number of control-points that is influenced by the
        * insertion depends on the order of the curve. A certain
        * minimum number of knots is needed to form high-order
        * curves, as can be seen from the equation above. In Blender,
diff --git a/source/blender/editors/object/object_constraint.c b/source/blender/editors/object/object_constraint.c
index 8b10a865a68..85522209e29 100644
--- a/source/blender/editors/object/object_constraint.c
+++ b/source/blender/editors/object/object_constraint.c
@@ -80,8 +80,10 @@
 /** \name Constraint Data Accessors
  * \{ */
 
-/* If object is in posemode, return active bone constraints, else object constraints. No
- * constraints are returned for a bone on an inactive bonelayer. */
+/**
+ * If object is in pose-mode, return active bone constraints, else object constraints.
+ * No constraints are returned for a bone on an inactive bone-layer.
+ */
 ListBase *ED_object_constraint_active_list(Object *ob)
 {
   if (ob == NULL) {
@@ -103,8 +105,10 @@ ListBase *ED_object_constraint_active_list(Object *ob)
   return NULL;
 }
 
-/* Get the constraints for the active pose bone. Bone may be on an inactive bonelayer (unlike
- * ED_object_constraint_active_list, such constraints are not excluded here). */
+/**
+ * Get the constraints for the active pose bone. Bone may be on an inactive bone-layer
+ * (unlike #ED_object_constraint_active_list, such constraints are not excluded here).
+ */
 ListBase *ED_object_pose_constraint_list(const bContext *C)
 {
   bPoseChannel *pose_bone = CTX_data_pointer_get(C, "active_pose_bone").data;
diff --git a/source/blender/gpu/opengl/gl_debug.cc b/source/blender/gpu/opengl/gl_debug.cc
index de88fdc154c..db99e90d0ec 100644
--- a/source/blender/gpu/opengl/gl_debug.cc
+++ b/source/blender/gpu/opengl/gl_debug.cc
@@ -243,7 +243,7 @@ void raise_gl_error(const char *info)
 /* -------------------------------------------------------------------- */
 /** \name Object Label
  *
- * Useful for debugging through renderdoc. Only defined if using --debug-gpu.
+ * Useful for debugging through render-doc. Only defined if using `--debug-gpu`.
  * Make sure to bind the object first so that it gets defined by the GL implementation.
  * \{ */
 
diff --git a/source/blender/modifiers/intern/MOD_meshcache_mdd.c b/source/blender/modifiers/intern/MOD_meshcache_mdd.c
index cb150976ff5..d216c14ab43 100644
--- a/source/blender/modifiers/intern/MOD_meshcache_mdd.c
+++ b/source/blender/modifiers/intern/MOD_meshcache_mdd.c
@@ -65,13 +65,13 @@ static bool meshcache_read_mdd_head(FILE *fp,
     *err_str = "Invalid frame total";
     return false;
   }
-  /* intentionally dont seek back */
+  /* Intentionally don't seek back. */
 
   return true;
 }
 
 /**
- * Gets the index frange and factor
+ * Gets the index range and factor.
  */
 static bool meshcache_read_mdd_range(FILE *fp,
                                      const int verts_tot,
diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c
index f9ff0558570..55753e91f14 100644
--- a/source/blender/python/gpu/gpu_py_shader.c
+++ b/source/blender/python/gpu/gpu_py_shader.c
@@ -607,12 +607,12 @@ PyDoc_STRVAR(
     "   ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array`` and "
     "``GL_ARB_shader_draw_parameters``.\n"
     "\n"
-    "   To debug shaders, use the --debug-gpu-shaders command line option"
-    "   to see full GLSL shader compilation and linking errors.\n"
+    "   To debug shaders, use the ``--debug-gpu-shaders`` command line option "
+    "to see full GLSL shader compilation and linking errors.\n"
     "\n"
     "   For drawing user interface elements and gizmos, use "
-    "   ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``"
-    "   to transform the output sRGB colors to the framebuffer colorspace."
+    "``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)`` "
+    "to transform the output sRGB colors to the frame-buffer color-space."
     "\n"
     "   :param vertexcode: Vertex shader code.\n"
     "   :type vertexcode: str\n"



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