diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-08-02 05:00:07 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-08-02 05:05:13 +0300 |
commit | 58a2b2dd7e733766514e207bb876ad2c3391b107 (patch) | |
tree | 9055767798ff2c0c3df2bafda18f435e3229adf0 /source/blender/blenkernel | |
parent | 9be956c326d4cc68cf93a08fb8c8c7e09dcd5eb7 (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/intern/anim_sys.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/mesh_convert.c | 10 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/rigidbody.c | 2 |
3 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c index 26a2018f015..1a34c5376f6 100644 --- a/source/blender/blenkernel/intern/anim_sys.c +++ b/source/blender/blenkernel/intern/anim_sys.c @@ -3940,7 +3940,7 @@ void BKE_animsys_evaluate_all_animation(Main *main, * - this is like EVAL_ANIM_IDS, but this handles the case "embedded nodetrees" * (i.e. scene/material/texture->nodetree) which we need a special exception * for, otherwise they'd get skipped - * - ntp = "node tree parent" = data-block where node tree stuff resides + * - 'ntp' stands for "node tree parent" = data-block where node tree stuff resides */ #define EVAL_ANIM_NODETREE_IDS(first, NtId_Type, aflag) \ for (id = first; id; id = id->next) { \ diff --git a/source/blender/blenkernel/intern/mesh_convert.c b/source/blender/blenkernel/intern/mesh_convert.c index fec83ebc899..ae9cf874676 100644 --- a/source/blender/blenkernel/intern/mesh_convert.c +++ b/source/blender/blenkernel/intern/mesh_convert.c @@ -1233,14 +1233,14 @@ Mesh *BKE_mesh_new_from_object_to_bmain(Main *bmain, BKE_library_foreach_ID_link( NULL, &mesh->id, foreach_libblock_make_original_callback, NULL, IDWALK_NOP); - /* Append the mesh to bmain. - * We do it a bit longer way since there is no simple and clear way of adding existing datablock - * to the bmain. So we allocate new empty mesh in the bmain (which guarantess all the naming and - * orders and flags) and move the temporary mesh in place there. */ + /* Append the mesh to 'bmain'. + * We do it a bit longer way since there is no simple and clear way of adding existing data-block + * to the 'bmain'. So we allocate new empty mesh in the 'bmain' (which guarantees all the naming + * and orders and flags) and move the temporary mesh in place there. */ Mesh *mesh_in_bmain = BKE_mesh_add(bmain, mesh->id.name + 2); /* NOTE: BKE_mesh_nomain_to_mesh() does not copy materials and instead it preserves them in the - * destinaion mesh. So we "steal" all related fields before calling it. + * destination mesh. So we "steal" all related fields before calling it. * * TODO(sergey): We really better have a function which gets and ID and accepts it for the bmain. */ diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c index c9b18dfc7e6..ec73406c14c 100644 --- a/source/blender/blenkernel/intern/rigidbody.c +++ b/source/blender/blenkernel/intern/rigidbody.c @@ -1607,7 +1607,7 @@ static void rigidbody_update_sim_ob( /* create dummy 'point' which represents last known position of object as result of sim */ /* XXX: this can create some inaccuracies with sim position, - * but is probably better than using unsimulated vals? */ + * but is probably better than using un-simulated values? */ RB_body_get_position(rbo->shared->physics_object, eff_loc); RB_body_get_linear_velocity(rbo->shared->physics_object, eff_vel); |