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authorCampbell Barton <ideasman42@gmail.com>2012-07-17 03:23:33 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-17 03:23:33 +0400
commit32cf7fcdb147d4f467279109db384b9a9d3c6708 (patch)
treea6a899e8a801c7c8975289de99137626e21143ef /source/blender/compositor/COM_compositor.h
parent1f96470b5d80f05aef1dc1c262ba1a0a56a1d1fb (diff)
code cleanup: spelling
Diffstat (limited to 'source/blender/compositor/COM_compositor.h')
-rw-r--r--source/blender/compositor/COM_compositor.h30
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