diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-07-17 03:23:33 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-07-17 03:23:33 +0400 |
commit | 32cf7fcdb147d4f467279109db384b9a9d3c6708 (patch) | |
tree | a6a899e8a801c7c8975289de99137626e21143ef /source/blender/compositor/COM_compositor.h | |
parent | 1f96470b5d80f05aef1dc1c262ba1a0a56a1d1fb (diff) |
code cleanup: spelling
Diffstat (limited to 'source/blender/compositor/COM_compositor.h')
-rw-r--r-- | source/blender/compositor/COM_compositor.h | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/compositor/COM_compositor.h b/source/blender/compositor/COM_compositor.h index c65ea771477..cd1615c9094 100644 --- a/source/blender/compositor/COM_compositor.h +++ b/source/blender/compositor/COM_compositor.h @@ -37,9 +37,9 @@ extern "C" { * @mainpage Introduction of the Blender Compositor * * @section bcomp Blender compositor - * This project redesigns the interals of Blender's compositor. The project has been executed in 2011 by At Mind. + * This project redesigns the internals of Blender's compositor. The project has been executed in 2011 by At Mind. * At Mind is a technology company located in Amsterdam, The Netherlands. - * The project has been crowdfunded. This code has been released under GPL2 to be used in Blender. + * The project has been crowd-funded. This code has been released under GPL2 to be used in Blender. * * @section goals The goals of the project * the new compositor has 2 goals. @@ -58,7 +58,7 @@ extern "C" { * @section workflow Work faster * The previous compositor only showed the final image. The compositor could wait a long time before seeing the result * of his work. The new compositor will work in a way that it will focus on getting information back to the user. - * It will prioritise its work to get earlier user feedback. + * It will prioritize its work to get earlier user feedback. * * @page memory Memory model * The main issue is the type of memory model to use. Blender is used by consumers and professionals. @@ -79,7 +79,7 @@ extern "C" { * Render priority is an priority of an output node. A user has a different need of Render priorities of output nodes * than during editing. * for example. the Active ViewerNode has top priority during editing, but during rendering a CompositeNode has. - * All NodeOperation has a setting for their renderpriority, but only for output NodeOperation these have effect. + * All NodeOperation has a setting for their render-priority, but only for output NodeOperation these have effect. * In ExecutionSystem.execute all priorities are checked. For every priority the ExecutionGroup's are check if the * priority do match. * When match the ExecutionGroup will be executed (this happens in serial) @@ -91,18 +91,18 @@ extern "C" { * @section order Chunk order * * When a ExecutionGroup is executed, first the order of chunks are determined. - * The settings are stored in the ViewerNode inside the ExecutionGroup. ExecutionGroups that have no viewernode, + * The settings are stored in the ViewerNode inside the ExecutionGroup. ExecutionGroups that have no viewer-node, * will use a default one. * There are several possible chunk orders * - [@ref OrderOfChunks.COM_TO_CENTER_OUT]: Start calculating from a configurable point and order by nearest chunk * - [@ref OrderOfChunks.COM_TO_RANDOM]: Randomize all chunks. * - [@ref OrderOfChunks.COM_TO_TOP_DOWN]: Start calculation from the bottom to the top of the image - * - [@ref OrderOfChunks.COM_TO_RULE_OF_THIRDS]: Experimental order based on 9 hotspots in the image + * - [@ref OrderOfChunks.COM_TO_RULE_OF_THIRDS]: Experimental order based on 9 hot-spots in the image * - * When the chunkorder is determined, the first few chunks will be checked if they can be scheduled. + * When the chunk-order is determined, the first few chunks will be checked if they can be scheduled. * Chunks can have three states: - * - [@ref ChunkExecutionState.COM_ES_NOT_SCHEDULED]: Chunk is not yet scheduled, or dependacies are not met - * - [@ref ChunkExecutionState.COM_ES_SCHEDULED]: All dependacies are met, chunk is scheduled, but not finished + * - [@ref ChunkExecutionState.COM_ES_NOT_SCHEDULED]: Chunk is not yet scheduled, or dependencies are not met + * - [@ref ChunkExecutionState.COM_ES_SCHEDULED]: All dependencies are met, chunk is scheduled, but not finished * - [@ref ChunkExecutionState.COM_ES_EXECUTED]: Chunk is finished * * @see ExecutionGroup.execute @@ -110,7 +110,7 @@ extern "C" { * @see OrderOfChunks * * @section interest Area of interest - * An ExecutionGroup can have dependancies to other ExecutionGroup's. Data passing from one ExecutionGroup to another + * An ExecutionGroup can have dependencies to other ExecutionGroup's. Data passing from one ExecutionGroup to another * one are stored in 'chunks'. * If not all input chunks are available the chunk execution will not be scheduled. * <pre> @@ -217,22 +217,22 @@ extern "C" { * @section workscheduler WorkScheduler * the WorkScheduler is implemented as a static class. the responsibility of the WorkScheduler is to balance * WorkPackages to the available and free devices. - * the workscheduler can work in 2 states. For witching these between the state you need to recompile blender + * the work-scheduler can work in 2 states. For witching these between the state you need to recompile blender * * @subsection multithread Multi threaded - * Default the workscheduler will place all work as WorkPackage in a queue. + * Default the work-scheduler will place all work as WorkPackage in a queue. * For every CPUcore a working thread is created. These working threads will ask the WorkScheduler if there is work * for a specific Device. - * the workscheduler will find work for the device and the device will be asked to execute the WorkPackage + * the work-scheduler will find work for the device and the device will be asked to execute the WorkPackage * * @subsection singlethread Single threaded * For debugging reasons the multi-threading can be disabled. This is done by changing the COM_CURRENT_THREADING_MODEL - * to COM_TM_NOTHREAD. When compiling the workscheduler + * to COM_TM_NOTHREAD. When compiling the work-scheduler * will be changes to support no threading and run everything on the CPU. * * @section devices Devices * A Device within the compositor context is a Hardware component that can used to calculate chunks. - * This chunk is encapseled in a WorkPackage. + * This chunk is encapsulated in a WorkPackage. * the WorkScheduler controls the devices and selects the device where a WorkPackage will be calculated. * * @subsection WS_Devices Workscheduler |