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authorCampbell Barton <ideasman42@gmail.com>2019-08-02 05:00:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-02 05:05:13 +0300
commit58a2b2dd7e733766514e207bb876ad2c3391b107 (patch)
tree9055767798ff2c0c3df2bafda18f435e3229adf0 /source/blender/blenkernel
parent9be956c326d4cc68cf93a08fb8c8c7e09dcd5eb7 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/anim_sys.c2
-rw-r--r--source/blender/blenkernel/intern/mesh_convert.c10
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c2
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);