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authorCampbell Barton <ideasman42@gmail.com>2018-07-03 10:08:00 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-03 10:22:02 +0300
commit39678442e1ed515f84d62ac75b11086699d4e8b3 (patch)
treedfb691a92f582a02760b6cf50e47d3adfd764e39 /source/blender/draw/intern
parentd7982f71e95e5caecb31dca54eb3cf0670aabbb3 (diff)
Cleanup: typos
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_armature.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c2
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c4
5 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index d6187e32036..fdb1b87589e 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -431,7 +431,7 @@ void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
void DRW_viewport_matrix_override_unset_all(void);
-/* Thoses are in viewspace so negative if in persp.
+/* These are in view-space so negative if in perspective.
* Extract near and far clip distance from the projection matrix. */
float DRW_viewport_near_distance_get(void);
float DRW_viewport_far_distance_get(void);
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
index 82662d77020..3faf8a352b2 100644
--- a/source/blender/draw/intern/draw_armature.c
+++ b/source/blender/draw/intern/draw_armature.c
@@ -1298,7 +1298,7 @@ static void draw_bone_line(
drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail);
}
else {
- /* In selection mode, draw bone, root and tip separatly. */
+ /* In selection mode, draw bone, root and tip separately. */
DRW_select_load_id(select_id | BONESEL_BONE);
drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display);
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
index 3939ea062e9..1bf34953dc6 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.c
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -61,7 +61,7 @@ enum {
* TODO
* - Ensure `CurveCache`, `SEQUENCER_DAG_WORKAROUND`.
* - Check number of verts/edges to see if cache is valid.
- * - Check if 'overlay.edges' can use single attribyte per edge, not 2 (for selection drawing).
+ * - Check if 'overlay.edges' can use single attribute per edge, not 2 (for selection drawing).
*/
static void curve_batch_cache_clear(Curve *cu);
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index df91af8123a..eafcfb007e7 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -1595,7 +1595,7 @@ typedef struct MeshBatchCache {
int edges_face_overlay_tri_count; /* Number of tri in edges_face_overlay(_adj)_tx */
/* Maybe have shaded_triangles_data split into pos_nor and uv_tangent
- * to minimise data transfer for skinned mesh. */
+ * to minimize data transfer for skinned mesh. */
Gwn_VertFormat shaded_triangles_format;
Gwn_VertBuf *shaded_triangles_data;
Gwn_IndexBuf **shaded_triangles_in_order;
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 3b7d19ac361..03692fd9475 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -923,7 +923,7 @@ static void release_texture_slots(bool with_persist)
}
}
- /* Reset so that slots are consistenly assigned for different shader
+ /* Reset so that slots are consistently assigned for different shader
* draw calls, to avoid shader specialization/patching by the driver. */
DST.RST.bind_tex_inc = 0;
}
@@ -940,7 +940,7 @@ static void release_ubo_slots(bool with_persist)
}
}
- /* Reset so that slots are consistenly assigned for different shader
+ /* Reset so that slots are consistently assigned for different shader
* draw calls, to avoid shader specialization/patching by the driver. */
DST.RST.bind_ubo_inc = 0;
}