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authorChris Blackbourn <chrisbblend@gmail.com>2022-09-20 00:20:55 +0300
committerChris Blackbourn <chrisbblend@gmail.com>2022-09-20 00:20:55 +0300
commit7a67d69ca4fe807ea36c57166b89a6e42c25b909 (patch)
tree9c976e2361583229f283fa71ac3eeec5d7b84582
parentbdb57541475f20ccc4f6e5f8fc075ac424becc19 (diff)
Cleanup: spelling
-rw-r--r--source/blender/editors/include/ED_image.h2
-rw-r--r--source/blender/editors/space_image/image_draw.c6
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/include/ED_image.h b/source/blender/editors/include/ED_image.h
index 91ae8286531..ef75277b1ea 100644
--- a/source/blender/editors/include/ED_image.h
+++ b/source/blender/editors/include/ED_image.h
@@ -39,7 +39,7 @@ void ED_space_image_grid_steps(struct SpaceImage *sima,
* The code in here (except the offset part) is used in `grid_frag.glsl` (see `grid_res`) for
* drawing the grid overlay for the UV/Image editor.
*/
-float ED_space_image_increment_snap_value(int grid_dimesnions,
+float ED_space_image_increment_snap_value(int grid_dimensions,
const float grid_steps[SI_GRID_STEPS_LEN],
float zoom_factor);
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index b55bac0bc2f..37a6e6dfcb1 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -601,18 +601,18 @@ void ED_space_image_grid_steps(SpaceImage *sima,
}
}
-float ED_space_image_increment_snap_value(const int grid_dimesnions,
+float ED_space_image_increment_snap_value(const int grid_dimensions,
const float grid_steps[SI_GRID_STEPS_LEN],
const float zoom_factor)
{
/* Small offset on each grid_steps[] so that snapping value doesn't change until grid lines are
* significantly visible.
- * `Offset = 3/4 * (grid_steps[i] - (grid_steps[i] / grid_dimesnsions))`
+ * `Offset = 3/4 * (grid_steps[i] - (grid_steps[i] / grid_dimensions))`
*
* Refer `grid_frag.glsl` to find out when grid lines actually start appearing */
for (int step = 0; step < SI_GRID_STEPS_LEN; step++) {
- float offset = (3.0f / 4.0f) * (grid_steps[step] - (grid_steps[step] / grid_dimesnions));
+ float offset = (3.0f / 4.0f) * (grid_steps[step] - (grid_steps[step] / grid_dimensions));
if ((grid_steps[step] - offset) > zoom_factor) {
return grid_steps[step];