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authorBastien Montagne <montagne29@wanadoo.fr>2018-09-03 18:44:36 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2018-09-03 18:44:36 +0300
commita43ebc63fafeb3b945529117a2efacc80399d272 (patch)
treed8ab3e90e50177874f2423b3bc1486548dccd7dd /doc/python_api/rst
parentb46e987a70682fcfc227ec71e9726c3ad6a230db (diff)
parent265ec400ab1945cd7bc78d50b7d8f184c01fdd10 (diff)
Merge branch 'master' into blender2.8
Conflicts: source/blender/blenkernel/intern/collision.c
Diffstat (limited to 'doc/python_api/rst')
-rw-r--r--doc/python_api/rst/bgl.rst2
-rw-r--r--doc/python_api/rst/info_gotcha.rst8
-rw-r--r--doc/python_api/rst/info_tips_and_tricks.rst2
3 files changed, 6 insertions, 6 deletions
diff --git a/doc/python_api/rst/bgl.rst b/doc/python_api/rst/bgl.rst
index 0b31e62963c..90a1442edeb 100644
--- a/doc/python_api/rst/bgl.rst
+++ b/doc/python_api/rst/bgl.rst
@@ -69,7 +69,7 @@ offers a set of extensive examples, including advanced features.
.. function:: glBegin(mode):
- Delimit the vertices of a primitive or a group of like primatives
+ Delimit the vertices of a primitive or a group of like primitives
.. seealso:: `OpenGL Docs <https://www.opengl.org/sdk/docs/man2/xhtml/glBegin.xml>`__
diff --git a/doc/python_api/rst/info_gotcha.rst b/doc/python_api/rst/info_gotcha.rst
index 2b361d476da..1917273d85c 100644
--- a/doc/python_api/rst/info_gotcha.rst
+++ b/doc/python_api/rst/info_gotcha.rst
@@ -145,8 +145,8 @@ that happens to redraw but is more flexible and integrates better with Blenders
**Ok, Ok! I still want to draw from Python**
-If you insist - yes its possible, but scripts that use this hack wont be considered
-for inclusion in Blender and any issues with using it wont be considered bugs,
+If you insist - yes its possible, but scripts that use this hack won't be considered
+for inclusion in Blender and any issues with using it won't be considered bugs,
this is also not guaranteed to work in future releases.
.. code-block:: python
@@ -265,7 +265,7 @@ All 3 data types can be used for exporting,
the choice mostly depends on whether the target format supports ngons or not.
- Polygons are the most direct & efficient way to export providing they convert into the output format easily enough.
-- Tessfaces work well for exporting to formats which dont support ngons,
+- Tessfaces work well for exporting to formats which don't support ngons,
in fact this is the only place where their use is encouraged.
- BMesh-Faces can work for exporting too but may not be necessary if polygons can be used
since using bmesh gives some overhead because its not the native storage format in object mode.
@@ -551,7 +551,7 @@ to avoid getting stuck too deep in encoding problems - here are some suggestions
.. note::
- Sometimes it's preferrable to avoid string encoding issues by using bytes instead of Python strings,
+ Sometimes it's preferable to avoid string encoding issues by using bytes instead of Python strings,
when reading some input its less trouble to read it as binary data
though you will still need to decide how to treat any strings you want to use with Blender,
some importers do this.
diff --git a/doc/python_api/rst/info_tips_and_tricks.rst b/doc/python_api/rst/info_tips_and_tricks.rst
index b7137fcbdea..332716087a7 100644
--- a/doc/python_api/rst/info_tips_and_tricks.rst
+++ b/doc/python_api/rst/info_tips_and_tricks.rst
@@ -209,7 +209,7 @@ Bundled Python & Extensions
===========================
The Blender releases distributed from blender.org include a complete Python installation on all platforms,
-this has the disadvantage that any extensions you have installed in your systems Python wont be found by Blender.
+this has the disadvantage that any extensions you have installed in your systems Python won't be found by Blender.
There are 2 ways around this: