[Bf-blender-cvs] [8cecf88dcaa] master: Cleanup: clang-tidy, spelling

Campbell Barton noreply at git.blender.org
Mon Oct 25 13:29:09 CEST 2021


Commit: 8cecf88dcaa82560d6849e2532a3e84b459ef19f
Author: Campbell Barton
Date:   Mon Oct 25 22:25:50 2021 +1100
Branches: master
https://developer.blender.org/rB8cecf88dcaa82560d6849e2532a3e84b459ef19f

Cleanup: clang-tidy, spelling

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

M	intern/cycles/blender/blender_display_driver.cpp
M	intern/cycles/render/scene.cpp
M	source/blender/editors/interface/interface_template_attribute_search.cc
M	source/blender/editors/interface/tree_view.cc

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

diff --git a/intern/cycles/blender/blender_display_driver.cpp b/intern/cycles/blender/blender_display_driver.cpp
index 3870f4956f2..cdf175f91d0 100644
--- a/intern/cycles/blender/blender_display_driver.cpp
+++ b/intern/cycles/blender/blender_display_driver.cpp
@@ -728,7 +728,7 @@ void BlenderDisplayDriver::vertex_buffer_update(const Params & /*params*/)
    *
    * Such approach can cause some extra "jelly" effect during panning, but it is not more jelly
    * than overlay of selected objects. Also, it's possible to redraw texture at an intersection of
-   * the texture draw parameters and the latest updated draw paaremters (altohoyugh, complexity of
+   * the texture draw parameters and the latest updated draw parameters (although, complexity of
    * doing it might not worth it. */
   const int x = texture_.params.full_offset.x;
   const int y = texture_.params.full_offset.y;
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index fd19ab2efda..7c5e1a86f5e 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -667,7 +667,7 @@ int Scene::get_volume_stack_size() const
     if (object->intersects_volume) {
       /* Object intersects another volume, assume it's possible to go deeper in the stack. */
       /* TODO(sergey): This might count nesting twice (A intersects B and B intersects A), but
-       * can't think of a computantially cheap algorithm. Dividing my 2 doesn't work because of
+       * can't think of a computationally cheap algorithm. Dividing my 2 doesn't work because of
        * Venn diagram example with 3 circles. */
       ++volume_stack_size;
     }
diff --git a/source/blender/editors/interface/interface_template_attribute_search.cc b/source/blender/editors/interface/interface_template_attribute_search.cc
index 0157d0b66a3..f462c0cb4cb 100644
--- a/source/blender/editors/interface/interface_template_attribute_search.cc
+++ b/source/blender/editors/interface/interface_template_attribute_search.cc
@@ -122,4 +122,4 @@ void attribute_search_add_items(StringRefNull str,
   BLI_string_search_free(search);
 }
 
-}  // namespace blender::ui
\ No newline at end of file
+}  // namespace blender::ui
diff --git a/source/blender/editors/interface/tree_view.cc b/source/blender/editors/interface/tree_view.cc
index 946699d5115..da95cad0fc7 100644
--- a/source/blender/editors/interface/tree_view.cc
+++ b/source/blender/editors/interface/tree_view.cc
@@ -693,7 +693,7 @@ char *UI_tree_view_item_drop_tooltip(const uiTreeViewItemHandle *item_, const wm
   const std::unique_ptr<AbstractTreeViewItemDropController> drop_controller =
       item.create_drop_controller();
   if (!drop_controller) {
-    return NULL;
+    return nullptr;
   }
 
   return BLI_strdup(drop_controller->drop_tooltip(*drag).c_str());



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