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authorCampbell Barton <ideasman42@gmail.com>2019-06-17 05:51:53 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-06-17 05:52:20 +0300
commita1ef2e4b16e1fe3c183e7477649f866b3e814102 (patch)
tree701f1696694488a780989cec0efb5063068b181e /source/blender/depsgraph
parent12da679fa094bdee5e0d55bac51a95a7abfc6d13 (diff)
Cleanup: comment, RNA spelling
Diffstat (limited to 'source/blender/depsgraph')
-rw-r--r--source/blender/depsgraph/DEG_depsgraph_build.h6
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc2
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc5
3 files changed, 6 insertions, 7 deletions
diff --git a/source/blender/depsgraph/DEG_depsgraph_build.h b/source/blender/depsgraph/DEG_depsgraph_build.h
index 2f342e3d0ef..ee2d4b7be54 100644
--- a/source/blender/depsgraph/DEG_depsgraph_build.h
+++ b/source/blender/depsgraph/DEG_depsgraph_build.h
@@ -125,11 +125,11 @@ typedef enum eDepsObjectComponentType {
/* Geometry Component (Mesh/Displist) */
DEG_OB_COMP_GEOMETRY,
- /* Evaluation-Related Outer Types (with Subdata) */
+ /* Evaluation-Related Outer Types (with Sub-data) */
/* Pose Component - Owner/Container of Bones Eval */
DEG_OB_COMP_EVAL_POSE,
- /* Bone Component - Child/Subcomponent of Pose */
+ /* Bone Component - Child/Sub-component of Pose */
DEG_OB_COMP_BONE,
/* Material Shading Component */
@@ -162,7 +162,7 @@ void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
const char *description);
/* Special function which is used from modifiers' updateDepsgraph() callback
- * to indicate that the modifietr needs to know transformation of the object
+ * to indicate that the modifier needs to know transformation of the object
* which that modifier belongs to.
* This function will take care of checking which operation is required to
* have transformation for the modifier, taking into account possible simulation
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
index ef73de517e8..6f28228f632 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
@@ -55,7 +55,7 @@ void DepsgraphNodeBuilder::build_scene_parameters(Scene *scene)
add_operation_node(&scene->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL);
/* NOTE: This is a bit overkill and can potentially pull a bit too much into the graph, but:
*
- * - We definitely need an ID node for the scene's compositor, othetrwise re-mapping will no
+ * - We definitely need an ID node for the scene's compositor, otherwise re-mapping will no
* happen correct and we will risk remapping pointers in the main database.
* - Alternatively, we should discard compositor tree, but this might cause other headache like
* drivers which are coming from the tree.
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index fbcd0a3d745..4079ab5b66d 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -867,7 +867,7 @@ void DepsgraphRelationBuilder::build_object_parent(Object *object)
if (object->type == OB_MBALL && parent->transflag & OB_DUPLI) {
ComponentKey parent_geometry_key(parent_id, NodeType::GEOMETRY);
/* NOTE: Metaballs are evaluating geometry only after their transform,
- * so we onl;y hook up to transform channel here. */
+ * so we only hook up to transform channel here. */
add_relation(parent_geometry_key, ob_key, "Parent");
}
@@ -1587,8 +1587,7 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
&object->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
/* Rigid body synchronization depends on the actual simulation. */
add_relation(rb_simulate_key, rb_transform_copy_key, "Rigidbody Sim Eval -> RBO Sync");
- /* Simulation uses object transformation after parenting and solving
- * contraints. */
+ /* Simulation uses object transformation after parenting and solving constraints. */
OperationKey object_transform_simulation_init_key(
&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_SIMULATION_INIT);
OperationKey object_transform_eval_key(