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authorBrecht Van Lommel <brecht@blender.org>2022-08-03 20:27:23 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-08-03 20:28:05 +0300
commitcc12f3e0ba11b108edcefd45e0ccdf02b2a672f4 (patch)
treebae1fb8bc978a25d5f490418cc8b2d58b780356c
parent81d75affb18bad6734e4c8baa0d735bfec0dcc6e (diff)
Cleanup: fix various typos
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15588
-rw-r--r--CMakeLists.txt2
-rw-r--r--source/blender/blenfont/intern/blf_font.c2
-rw-r--r--source/blender/blenkernel/BKE_spline.hh2
-rw-r--r--source/blender/blenkernel/intern/armature_update.c2
-rw-r--r--source/blender/blenlib/BLI_math_rotation.h2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.hh2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl16
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl2
-rw-r--r--source/blender/freestyle/intern/view_map/ViewMap.cpp2
-rw-r--r--source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c2
-rw-r--r--source/blender/python/gpu/gpu_py_framebuffer.c2
-rw-r--r--tests/performance/api/graph.py2
16 files changed, 24 insertions, 24 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index c998919622e..80b8bfdbb3d 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -366,7 +366,7 @@ if(WIN32 OR APPLE)
endif()
option(WITH_INPUT_NDOF "Enable NDOF input devices (SpaceNavigator and friends)" ON)
if(UNIX AND NOT APPLE)
- option(WITH_INSTALL_PORTABLE "Install redistributeable runtime, otherwise install into CMAKE_INSTALL_PREFIX" ON)
+ option(WITH_INSTALL_PORTABLE "Install redistributable runtime, otherwise install into CMAKE_INSTALL_PREFIX" ON)
option(WITH_STATIC_LIBS "Try to link with static libraries, as much as possible, to make blender more portable across distributions" OFF)
if(WITH_STATIC_LIBS)
option(WITH_BOOST_ICU "Boost uses ICU library (required for linking with static Boost built with libicu)." OFF)
diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c
index eb974f33994..339df9eb269 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -68,7 +68,7 @@ static ft_pix blf_font_width_max_ft_pix(struct FontBLF *font);
/** \name FreeType Utilities (Internal)
* \{ */
-/* Convert a FreeType 26.6 value representing an unscaled design size to factional pixels. */
+/* Convert a FreeType 26.6 value representing an unscaled design size to fractional pixels. */
static ft_pix blf_unscaled_F26Dot6_to_pixels(FontBLF *font, FT_Pos value)
{
/* Scale value by font size using integer-optimized multiplication. */
diff --git a/source/blender/blenkernel/BKE_spline.hh b/source/blender/blenkernel/BKE_spline.hh
index 767018ae0bb..27542aa3586 100644
--- a/source/blender/blenkernel/BKE_spline.hh
+++ b/source/blender/blenkernel/BKE_spline.hh
@@ -360,7 +360,7 @@ class BezierSpline final : public Spline {
* Returns non-owning access to an array of values containing the information necessary to
* interpolate values from the original control points to evaluated points. The control point
* index is the integer part of each value, and the factor used for interpolating to the next
- * control point is the remaining factional part.
+ * control point is the remaining fractional part.
*/
blender::Span<float> evaluated_mappings() const;
blender::Span<blender::float3> evaluated_positions() const final;
diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c
index 2db4c086e04..6d7aed239e7 100644
--- a/source/blender/blenkernel/intern/armature_update.c
+++ b/source/blender/blenkernel/intern/armature_update.c
@@ -288,7 +288,7 @@ static int position_tail_on_spline(bSplineIKConstraint *ik_data,
int max_seg_idx = BKE_anim_path_get_array_size(cache) - 1;
/* Make an initial guess of where our intersection point will be.
- * If the curve was a straight line, then the faction passed in r_new_curve_pos
+ * If the curve was a straight line, then the fraction passed in r_new_curve_pos
* would be the correct location.
* So make it our first initial guess.
*/
diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h
index 3987c9daf0a..b8ab74d95ff 100644
--- a/source/blender/blenlib/BLI_math_rotation.h
+++ b/source/blender/blenlib/BLI_math_rotation.h
@@ -189,7 +189,7 @@ void mat3_to_quat_is_ok(float q[4], const float mat[3][3]);
* \endcode
*
* \param numerator: An integer factor in [0..denominator] (inclusive).
- * \param denominator: The faction denominator (typically the number of segments of the circle).
+ * \param denominator: The fraction denominator (typically the number of segments of the circle).
* \param r_sin: The resulting sine.
* \param r_cos: The resulting cosine.
*/
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc
index e12b434e8e7..b3fbe088471 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_film.cc
@@ -483,7 +483,7 @@ void Film::update_sample_table()
data_.samples_weight_total = 1.0f;
data_.samples_len = 1;
}
- /* NOTE: Threshold determined by hand until we don't hit the assert bellow. */
+ /* NOTE: Threshold determined by hand until we don't hit the assert below. */
else if (data_.filter_radius < 2.20f) {
/* Small filter Size. */
int closest_index = 0;
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh
index 0d443876d03..e1ace9a40a8 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_film.hh
@@ -40,7 +40,7 @@ class Film {
private:
Instance &inst_;
- /** Incomming combined buffer with post fx applied (motion blur + depth of field). */
+ /** Incoming combined buffer with post fx applied (motion blur + depth of field). */
GPUTexture *combined_final_tx_ = nullptr;
/** Main accumulation textures containing every render-pass except depth and combined. */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
index 135507d956c..08027f2ef6c 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
@@ -254,7 +254,7 @@ void film_get_catmull_rom_weights(vec2 t, out vec2 weights[4])
weights[3] = fct3 - fct2;
}
-/* Load color using a special filter to avoid loosing detail.
+/* Load color using a special filter to avoid losing detail.
* \a texel is sample position with subpixel accuracy. */
vec4 film_sample_catmull_rom(sampler2D color_tx, vec2 input_texel)
{
@@ -390,7 +390,7 @@ vec4 film_amend_combined_history(
float t = line_aabb_clipping_dist(color_history.rgb, clip_dir.rgb, min_color.rgb, max_color.rgb);
color_history.rgb += clip_dir.rgb * saturate(t);
- /* Clip alpha on its own to avoid interference with other chanels. */
+ /* Clip alpha on its own to avoid interference with other channels. */
float t_a = film_aabb_clipping_dist_alpha(color_history.a, clip_dir.a, min_color.a, max_color.a);
color_history.a += clip_dir.a * saturate(t_a);
@@ -406,16 +406,16 @@ float film_history_blend_factor(float velocity,
{
/* 5% of incoming color by default. */
float blend = 0.05;
- /* Blend less history if the pixel has substential velocity. */
+ /* Blend less history if the pixel has substantial velocity. */
blend = mix(blend, 0.20, saturate(velocity * 0.02));
/**
* "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43)
- * Bias towards history if incomming pixel is near clamping. Reduces flicker.
+ * Bias towards history if incoming pixel is near clamping. Reduces flicker.
*/
float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history));
/* Divide by bbox size to get a factor. 2 factor to compensate the line above. */
distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min);
- /* Linearly blend when history gets bellow to 25% of the bbox size. */
+ /* Linearly blend when history gets below to 25% of the bbox size. */
blend *= saturate(distance_to_luma_clip * 4.0 + 0.1);
/* Discard out of view history. */
if (any(lessThan(texel, vec2(0))) || any(greaterThanEqual(texel, film_buf.extent))) {
@@ -451,13 +451,13 @@ void film_store_combined(
float velocity = length(motion);
- /* Load weight if it is not uniform accross the whole buffer (i.e: upsampling, panoramic). */
+ /* Load weight if it is not uniform across the whole buffer (i.e: upsampling, panoramic). */
// dst.weight = film_weight_load(texel_combined);
color_dst = film_sample_catmull_rom(in_combined_tx, history_texel);
color_dst.rgb = film_YCoCg_from_scene_linear(color_dst.rgb);
- /* Get local color bounding box of source neighboorhood. */
+ /* Get local color bounding box of source neighborhood. */
vec4 min_color, max_color;
film_combined_neighbor_boundbox(src_texel, min_color, max_color);
@@ -622,7 +622,7 @@ void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth
src = film_sample_get(i, texel_film);
film_sample_accum_combined(src, combined_accum, weight_accum);
}
- /* NOTE: src.texel is center texel in incomming data buffer. */
+ /* NOTE: src.texel is center texel in incoming data buffer. */
film_store_combined(dst, src.texel, combined_accum, weight_accum, out_color);
}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl
index c59b7d7f4df..99186ab6f67 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl
@@ -1,7 +1,7 @@
/**
* Dilate motion vector tiles until we covered maximum velocity.
- * Outputs the largest intersecting motion vector in the neighboorhod.
+ * Outputs the largest intersecting motion vector in the neighborhood.
*
*/
@@ -62,7 +62,7 @@ bool is_inside_motion_line(ivec2 tile, MotionLine motion_line)
/* NOTE: Everything in is tile unit. */
float dist = point_line_projection_dist(vec2(tile), motion_line.origin, motion_line.normal);
/* In order to be conservative and for simplicity, we use the tiles bounding circles.
- * Consider that both the tile and the line have bouding radius of M_SQRT1_2. */
+ * Consider that both the tile and the line have bounding radius of M_SQRT1_2. */
return abs(dist) < M_SQRT2;
}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl
index a7329f77181..5249e6637b6 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl
@@ -22,7 +22,7 @@ const int gather_sample_count = 8;
* target post-fx framebuffer. */
vec4 motion_blur_sample_velocity(sampler2D velocity_tx, vec2 uv)
{
- /* We can load velocity without velocity_resolve() since we resovled during the flatten pass. */
+ /* We can load velocity without velocity_resolve() since we resolved during the flatten pass. */
vec4 velocity = velocity_unpack(texture(velocity_tx, uv));
return velocity * vec2(textureSize(velocity_tx, 0)).xyxy * motion_blur_buf.motion_scale.xxyy;
}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
index 0c7bbaa9dc2..0eea4a5ff33 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
@@ -9,7 +9,7 @@
/* -------------------------------------------------------------------- */
/** \name Sampling data.
*
- * Return a random values from Low Discrepency Sequence in [0..1) range.
+ * Return a random values from Low Discrepancy Sequence in [0..1) range.
* This value is uniform (constant) for the whole scene sample.
* You might want to couple it with a noise function.
* \{ */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
index c0a5b976810..8d02609fedc 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
@@ -47,7 +47,7 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt)
*/
vec4 velocity_background(vec3 vV)
{
- /* Only transform direction to avoid loosing precision. */
+ /* Only transform direction to avoid losing precision. */
vec3 V = transform_direction(camera_curr.viewinv, vV);
/* NOTE: We don't use the drw_view.winmat to avoid adding the TAA jitter to the velocity. */
vec2 prev_uv = project_point(camera_prev.winmat, V).xy;
diff --git a/source/blender/freestyle/intern/view_map/ViewMap.cpp b/source/blender/freestyle/intern/view_map/ViewMap.cpp
index b26a833b32e..d918cfec2ae 100644
--- a/source/blender/freestyle/intern/view_map/ViewMap.cpp
+++ b/source/blender/freestyle/intern/view_map/ViewMap.cpp
@@ -398,7 +398,7 @@ void TVertex::setBackEdgeB(ViewEdge *iBackEdgeB, bool incoming)
void TVertex::Replace(ViewEdge *iOld, ViewEdge *iNew)
{
- // theoritically, we only replace edges for which this
+ // theoretically, we only replace edges for which this
// view vertex is the B vertex
if ((iOld == _FrontEdgeA.first) && (_FrontEdgeA.first->B() == this)) {
_FrontEdgeA.first = iNew;
diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c b/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c
index ad0137fe0f0..d0047e235b8 100644
--- a/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c
+++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c
@@ -481,7 +481,7 @@ static void lineart_shadow_create_shadow_edge_array(LineartData *ld,
* This process is repeated on each existing segments of the shadow edge (#e), which ensures they
* all have been tested for closest segments after cutting. And in the diagram it's clear that the
* left/right side of cuts are likely to be discontinuous, each cut's left side designates the
- * right side of the last segment, and vise versa. */
+ * right side of the last segment, and vice-versa. */
static void lineart_shadow_edge_cut(LineartData *ld,
LineartShadowEdge *e,
double start,
diff --git a/source/blender/python/gpu/gpu_py_framebuffer.c b/source/blender/python/gpu/gpu_py_framebuffer.c
index 33d9ff0b041..9bb2a9137f4 100644
--- a/source/blender/python/gpu/gpu_py_framebuffer.c
+++ b/source/blender/python/gpu/gpu_py_framebuffer.c
@@ -686,7 +686,7 @@ static struct PyMethodDef pygpu_framebuffer__tp_methods[] = {
PyDoc_STRVAR(pygpu_framebuffer__tp_doc,
".. class:: GPUFrameBuffer(depth_slot=None, color_slots=None)\n"
"\n"
- " This object gives access to framebuffer functionallities.\n"
+ " This object gives access to framebuffer functionalities.\n"
" When a 'layer' is specified in a argument, a single layer of a 3D or array "
"texture is attached to the frame-buffer.\n"
" For cube map textures, layer is translated into a cube map face.\n"
diff --git a/tests/performance/api/graph.py b/tests/performance/api/graph.py
index 6c9ba70141f..d95d386569e 100644
--- a/tests/performance/api/graph.py
+++ b/tests/performance/api/graph.py
@@ -74,7 +74,7 @@ class TestGraph:
revisions[revision] = len(revisions)
revision_dates[revision] = int(entry.date)
- # Google Charts JSON data layout is like a spreadsheat table, with
+ # Google Charts JSON data layout is like a spreadsheet table, with
# columns, rows, and cells. We create one column for revision labels,
# and one column for each test.
cols = []