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authorCampbell Barton <ideasman42@gmail.com>2011-10-17 10:58:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-10-17 10:58:07 +0400
commitfda20451502fea888019ce0d8b044b5dbecab491 (patch)
tree8f5d726fbad35bb1563d28c0365cb7f58f05999d /release/scripts/startup/bl_operators/uvcalc_lightmap.py
parent61389bba41857ec468b5844e3fd9f713b4d9c4a5 (diff)
correct spelling errors in comments
Diffstat (limited to 'release/scripts/startup/bl_operators/uvcalc_lightmap.py')
-rw-r--r--release/scripts/startup/bl_operators/uvcalc_lightmap.py26
1 files changed, 13 insertions, 13 deletions
diff --git a/release/scripts/startup/bl_operators/uvcalc_lightmap.py b/release/scripts/startup/bl_operators/uvcalc_lightmap.py
index d9cdb1794c2..52548817620 100644
--- a/release/scripts/startup/bl_operators/uvcalc_lightmap.py
+++ b/release/scripts/startup/bl_operators/uvcalc_lightmap.py
@@ -36,7 +36,7 @@ class prettyface(object):
def __init__(self, data):
self.has_parent = False
- self.rot = False # only used for triables
+ self.rot = False # only used for triangles
self.xoff = 0
self.yoff = 0
@@ -157,7 +157,7 @@ class prettyface(object):
angles_co.sort()
I = [i for a, i in angles_co]
- # fuv = f.uv
+ #~ fuv = f.uv
fuv = f.id_data.uv_textures.active.data[f.index].uv # XXX25
if self.rot:
@@ -200,8 +200,8 @@ def lightmap_uvpack(meshes,
'''
BOX_DIV if the maximum division of the UV map that
a box may be consolidated into.
- Basicly, a lower value will be slower but waist less space
- and a higher value will have more clumpy boxes but more waisted space
+ Basically, a lower value will be slower but waist less space
+ and a higher value will have more clumpy boxes but more wasted space
'''
import time
from math import sqrt
@@ -321,7 +321,7 @@ def lightmap_uvpack(meshes,
lengths.append(curr_len)
curr_len = curr_len / 2.0
- # Dont allow boxes smaller then the margin
+ # Don't allow boxes smaller then the margin
# since we contract on the margin, boxes that are smaller will create errors
# print(curr_len, side_len/MARGIN_DIV)
if curr_len / 4.0 < side_len / PREF_MARGIN_DIV:
@@ -371,9 +371,9 @@ def lightmap_uvpack(meshes,
print("...done")
# Since the boxes are sized in powers of 2, we can neatly group them into bigger squares
- # this is done hierarchily, so that we may avoid running the pack function
+ # this is done hierarchically, so that we may avoid running the pack function
# on many thousands of boxes, (under 1k is best) because it would get slow.
- # Using an off and even dict us usefull because they are packed differently
+ # Using an off and even dict us useful because they are packed differently
# where w/h are the same, their packed in groups of 4
# where they are different they are packed in pairs
#
@@ -393,14 +393,14 @@ def lightmap_uvpack(meshes,
# Count the number of boxes consolidated, only used for stats.
c = 0
- # This is tricky. the total area of all packed boxes, then squt that to get an estimated size
+ # This is tricky. the total area of all packed boxes, then sqrt() that to get an estimated size
# this is used then converted into out INT space so we can compare it with
# the ints assigned to the boxes size
- # and divided by BOX_DIV, basicly if BOX_DIV is 8
- # ...then the maximum box consolidataion (recursive grouping) will have a max width & height
+ # and divided by BOX_DIV, basically if BOX_DIV is 8
+ # ...then the maximum box consolidation (recursive grouping) will have a max width & height
# ...1/8th of the UV size.
# ...limiting this is needed or you end up with bug unused texture spaces
- # ...however if its too high, boxpacking is way too slow for high poly meshes.
+ # ...however if its too high, box-packing is way too slow for high poly meshes.
float_to_int_factor = lengths_to_ints[0][0]
if float_to_int_factor > 0:
max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV)
@@ -409,7 +409,7 @@ def lightmap_uvpack(meshes,
max_int_dimension = 0.0 # wont be used
ok = False
- # RECURSIVE prettyface grouping
+ # RECURSIVE pretty face grouping
while ok:
ok = False
@@ -456,7 +456,7 @@ def lightmap_uvpack(meshes,
pretty_faces = [pf for pf in pretty_faces if not pf.has_parent]
- # spin every second prettyface
+ # spin every second pretty-face
# if there all vertical you get less efficiently used texture space
i = len(pretty_faces)
d = 0