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authorThomas Dinges <blender@dingto.org>2014-03-01 04:21:25 +0400
committerThomas Dinges <blender@dingto.org>2014-03-01 04:21:46 +0400
commit76a7c2173b45413eec93f30d2cb578d54b8c2c1b (patch)
tree7b9ad145604c9a5a18fab89cd03b2d418bffe06f /intern
parent1582dd5e4d7c1cb395b8ad48cc61f2b41af43d4b (diff)
Cleanup: Fix some typos in the code.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/blender_python.cpp2
-rw-r--r--intern/cycles/kernel/kernel_volume.h6
2 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/blender/blender_python.cpp b/intern/cycles/blender/blender_python.cpp
index e08b7980e78..8b04a869a85 100644
--- a/intern/cycles/blender/blender_python.cpp
+++ b/intern/cycles/blender/blender_python.cpp
@@ -493,7 +493,7 @@ void *CCL_python_module_init()
/* TODO(sergey): This gives us library we've been linking against.
* In theory with dynamic OSL library it might not be
* accurate, but there's nothing in OSL API which we
- * might use th get version in runtime.
+ * might use to get version in runtime.
*/
int curversion = OSL_LIBRARY_VERSION_CODE;
PyModule_AddObject(mod, "with_osl", Py_True);
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 778ab4e600a..cbb83b803d9 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -114,7 +114,7 @@ ccl_device bool volume_stack_is_heterogeneous(KernelGlobals *kg, VolumeStack *st
* These functions are used to attenuate shadow rays to lights. Both absorption
* and scattering will block light, represented by the extinction coefficient. */
-/* homogenous volume: assume shader evaluation at the starts gives
+/* homogeneous volume: assume shader evaluation at the starts gives
* the extinction coefficient for the entire line segment */
ccl_device void kernel_volume_shadow_homogeneous(KernelGlobals *kg, PathState *state, Ray *ray, ShaderData *sd, float3 *throughput)
{
@@ -192,7 +192,7 @@ ccl_device_noinline void kernel_volume_shadow(KernelGlobals *kg, PathState *stat
/* Volume Path */
-/* homogenous volume: assume shader evaluation at the starts gives
+/* homogeneous volume: assume shader evaluation at the start gives
* the volume shading coefficient for the entire line segment */
ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(KernelGlobals *kg,
PathState *state, Ray *ray, ShaderData *sd, PathRadiance *L, float3 *throughput,
@@ -431,7 +431,7 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous(KernelGlo
accum_sigma_s = (accum_sigma_s + dt*sigma_s)/new_t;
/* todo: it's not clear to me that this is correct if we move
- * through a color volumed, needs verification */
+ * through a color volume, needs verification */
float pdf = dot(accum_sigma_t, accum_transmittance);
new_tp = tp * accum_sigma_s * transmittance * (3.0f / pdf);