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authorCampbell Barton <ideasman42@gmail.com>2015-09-13 19:21:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-09-13 19:22:22 +0300
commit09e40a4956494655a2d544ab654372455882dbc3 (patch)
tree374693c00e55445f373d02a02d96339609ea76fa /source/blender/blenkernel
parent7900d697f0ade0be21dbb3757d59f1a07268b242 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c2
-rw-r--r--source/blender/blenkernel/intern/mesh_evaluate.c2
-rw-r--r--source/blender/blenkernel/intern/mesh_remap.c2
-rw-r--r--source/blender/blenkernel/intern/scene.c2
-rw-r--r--source/blender/blenkernel/intern/softbody.c4
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c4
-rw-r--r--source/blender/blenkernel/intern/writeffmpeg.c2
7 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index d13786facce..c48e5cf488b 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -2536,7 +2536,7 @@ static void editbmesh_calc_modifiers(
#ifdef WITH_OPENSUBDIV
/* The idea is to skip CPU-side ORCO calculation when
* we'll be using GPU backend of OpenSubdiv. This is so
- * playback performance is kept as high as posssible.
+ * playback performance is kept as high as possible.
*/
static bool calc_modifiers_skip_orco(const Object *ob)
{
diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c b/source/blender/blenkernel/intern/mesh_evaluate.c
index e8c71079519..6f32fa23bbc 100644
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@ -1560,7 +1560,7 @@ void BKE_mesh_normals_loop_custom_from_vertices_set(
* Computes average per-vertex normals from given custom loop normals.
*
* @param clnors The computed custom loop normals.
- * @param r_vert_clnors The (already allocated) array wher to store averaged per-vertex normals.
+ * @param r_vert_clnors The (already allocated) array where to store averaged per-vertex normals.
*/
void BKE_mesh_normals_loop_to_vertex(
const int numVerts, const MLoop *mloops, const int numLoops,
diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c
index 993921c22e0..c3b88b84b8b 100644
--- a/source/blender/blenkernel/intern/mesh_remap.c
+++ b/source/blender/blenkernel/intern/mesh_remap.c
@@ -237,7 +237,7 @@ static void mesh_calc_eigen_matrix(
/* Protect against 1D/2D degenerated cases! */
/* Note: not sure why we need square root of eigen values here (which are equivalent to singular values,
- * as far as I have understood), but it seems to heavily reduce (if not completly nullify)
+ * as far as I have understood), but it seems to heavily reduce (if not completely nullify)
* the error due to non-uniform scalings... */
evi = (evi < 1e-6f && evi > -1e-6f) ? ((evi < 0.0f) ? -1e-3f : 1e-3f) : sqrtf_signed(evi);
mul_v3_fl(eigen_vec[i], evi);
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index f114856e175..f9ca66b443c 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -1360,7 +1360,7 @@ static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
*
* Ideally Mballs shouldn't do such an iteration and use DAG
* queries instead. For the time being we've got new DAG
- * let's keep it simple and update mballs in a ingle thread.
+ * let's keep it simple and update mballs in a single thread.
*/
#define MBALL_SINGLETHREAD_HACK
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index b03c99c7a45..dac395645c9 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -1993,7 +1993,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
compare = (obp->colball + bp->colball);
sub_v3_v3v3(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
- /* mathematically it is completly nuts, but performance is pretty much (3) times faster */
+ /* mathematically it is completely nuts, but performance is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = normalize_v3(def);
if (distance < compare ) {
@@ -2361,7 +2361,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
sub_v3_v3v3(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
- /* mathematically it is completly nuts, but performance is pretty much (3) times faster */
+ /* mathematically it is completely nuts, but performance is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = normalize_v3(def);
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 5192a51934a..064eaced6e9 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -796,7 +796,7 @@ static void ss_sync_from_derivedmesh(CCGSubSurf *ss,
{
#ifdef WITH_OPENSUBDIV
/* Reset all related descriptors if actual mesh topology changed or if
- * other evlauation-related settings changed.
+ * other evaluation-related settings changed.
*/
if (!ccgSubSurf_needGrids(ss)) {
/* TODO(sergey): Use vertex coordinates and flat subdiv flag. */
@@ -4803,7 +4803,7 @@ struct DerivedMesh *subsurf_make_derived_from_derived(
*
* TODO(sergey): There was a good eason why final calculation
* used to free entirely cached subsurf structure. reason of
- * this is to be investiated still to be sure we don't have
+ * this is to be investigated still to be sure we don't have
* regressions here.
*/
if (use_gpu_backend) {
diff --git a/source/blender/blenkernel/intern/writeffmpeg.c b/source/blender/blenkernel/intern/writeffmpeg.c
index 0668e7f95e2..edda852a032 100644
--- a/source/blender/blenkernel/intern/writeffmpeg.c
+++ b/source/blender/blenkernel/intern/writeffmpeg.c
@@ -746,7 +746,7 @@ static AVStream *alloc_audio_stream(FFMpegContext *context, RenderData *rd, int
av_dict_free(&opts);
/* need to prevent floating point exception when using vorbis audio codec,
- * initialize this value in the same way as it's done in FFmpeg iteslf (sergey) */
+ * initialize this value in the same way as it's done in FFmpeg itself (sergey) */
st->codec->time_base.num = 1;
st->codec->time_base.den = st->codec->sample_rate;