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authorCampbell Barton <ideasman42@gmail.com>2019-08-01 06:53:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-01 07:02:41 +0300
commit760dbd1cbf56e13b0a827afb6f7784fa46fff9b4 (patch)
tree09d4f8ddc29c475377c155532c89a8cb6fb0315e /source/blender/draw
parent135413e324b8f3f14307dc47aeadf97e6fd446ad (diff)
Cleanup: misc spelling fixes
T68035 by @luzpaz
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h6
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.c4
-rw-r--r--source/blender/draw/intern/draw_cache_impl_displist.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c4
-rw-r--r--source/blender/draw/intern/draw_cache_inline.h2
-rw-r--r--source/blender/draw/intern/draw_common.c2
-rw-r--r--source/blender/draw/intern/draw_hair.c2
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/draw/intern/draw_manager.h2
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c2
-rw-r--r--source/blender/draw/modes/object_mode.c2
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl2
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl2
30 files changed, 34 insertions, 34 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 1b152afa3bf..93521c71127 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -47,7 +47,7 @@ static struct {
struct GPUShader *downsample_sh;
struct GPUShader *downsample_cube_sh;
- /* Theses are just references, not actually allocated */
+ /* These are just references, not actually allocated */
struct GPUTexture *depth_src;
struct GPUTexture *color_src;
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 5341661735f..2026b44fe87 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1275,7 +1275,7 @@ void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
/* Rendering happens here! */
eevee_lightbake_render_scene_to_planars(sldata, vedata);
- /* Make sure no aditionnal visibility check runs after this. */
+ /* Make sure no additional visibility check runs after this. */
pinfo->vis_data.collection = NULL;
DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data);
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index f6e8cefd165..d23287264b3 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -1347,7 +1347,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWView
int saved_ray_type = sldata->common_data.ray_type;
- /* TODO: make it optionnal if we don't draw shadows. */
+ /* TODO: make it optional if we don't draw shadows. */
sldata->common_data.ray_type = EEVEE_RAY_SHADOW;
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index bd08a61e3b8..8aeddc72316 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -633,7 +633,7 @@ typedef struct EEVEE_EffectsInfo {
struct GPUTexture *source_buffer; /* latest updated texture */
struct GPUFrameBuffer *target_buffer; /* next target to render to */
struct GPUTexture *final_tx; /* Final color to transform to display color space. */
- struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachement. */
+ struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachment. */
} EEVEE_EffectsInfo;
/* ***************** COMMON DATA **************** */
@@ -761,8 +761,8 @@ typedef struct EEVEE_ShadowCascadeData {
float radius[MAX_CASCADE_NUM];
} EEVEE_ShadowCascadeData;
-/* Theses are the structs stored inside Objects.
- * It works with even if the object is in multiple layers
+/* These are the structs stored inside Objects.
+ * It works even if the object is in multiple layers
* because we don't get the same "Object *" for each layer. */
typedef struct EEVEE_LightEngineData {
DrawData dd;
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 286bcd8f738..ebd13ef1cf5 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -91,7 +91,7 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
copy_v4_fl4(camtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
}
- /* XXX overiding viewport size. Simplify things but is not really 100% safe. */
+ /* XXX overriding viewport size. Simplify things but is not really 100% safe. */
DRW_render_viewport_size_set((int[2]){size_orig[0] + g_data->overscan_pixels * 2.0f,
size_orig[1] + g_data->overscan_pixels * 2.0f});
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index d53ed239f4e..3d1b64422a4 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -44,7 +44,7 @@ static struct {
/* Screen Space Reflection */
struct GPUShader *ssr_sh[SSR_MAX_SHADER];
- /* Theses are just references, not actually allocated */
+ /* These are just references, not actually allocated */
struct GPUTexture *depth_src;
struct GPUTexture *color_src;
} e_data = {{NULL}}; /* Engine data */
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index f85c30044a9..7fb5c25ffc6 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -554,7 +554,7 @@ void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Final integration: We compute for each froxel the
* amount of scattered light and extinction coef at this
- * given depth. We use theses textures as double buffer
+ * given depth. We use these textures as double buffer
* for the volumetric history. */
txl->volume_scatter_history = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index ac6751fb5fb..428318e3c68 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -96,7 +96,7 @@ void main()
FragColor = safe_color(color_history);
/* There is some ghost issue if we use the alpha
- * in the viewport. Overwritting alpha fixes it. */
+ * in the viewport. Overwriting alpha fixes it. */
FragColor.a = color.a;
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index a70ac686efd..56c05e3c036 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -261,7 +261,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
float weight_accum = 0.0;
vec3 irradiance_accum = vec3(0.0);
- /* For each neighboor cells */
+ /* For each neighbor cells */
for (int i = 0; i < 8; ++i) {
ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index a27dc011ac2..14e0c947b47 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -84,7 +84,7 @@ void prepare_raycast(vec3 ray_origin,
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
/* XXX This is a hack. A better method is welcome! */
- /* We take the delta between the offseted depth and the depth and substract it from the ray
+ /* We take the delta between the offsetted depth and the depth and subtract it from the ray
* depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */
ss_start.w = 2.0 * ss_start.z - ss_start.w;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
index 54f7dc10222..5646c257562 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
@@ -3,7 +3,7 @@
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl
index 131cecd5db6..591666560c4 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl
@@ -4,7 +4,7 @@ layout(triangle_strip, max_vertices = 3) out;
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl
index 01e0db97482..95e6a48b81f 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl
@@ -1,7 +1,7 @@
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index e2982358e52..5c19ccd5ce1 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -1,7 +1,7 @@
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 4096fc2d511..2b1ae60654e 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -11,7 +11,7 @@ uniform vec3 volumeOrcoSize;
flat in int slice;
-/* Warning: theses are not attributes, theses are global vars. */
+/* Warning: these are not attributes, these are global vars. */
vec3 worldPosition = vec3(0.0);
vec3 viewPosition = vec3(0.0);
vec3 viewNormal = vec3(0.0);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl
index 8d66cd7b26c..a0e04f252e2 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl
@@ -46,7 +46,7 @@ vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth)
}
}
-/* forward declartion */
+/* forward declaration */
void ssao_factors(in float depth,
in vec3 normal,
in vec3 position,
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
index 1af786b648c..376b19cdd1b 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
@@ -58,7 +58,7 @@ void ssao_factors(in float depth,
/* Handle Background case */
bool is_background = (depth_new == 1.0);
- /* This trick provide good edge effect even if no neighboor is found. */
+ /* This trick provide good edge effect even if no neighbor is found. */
vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new);
if (is_background) {
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index 575da1f9683..1beb02ea3a0 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -161,7 +161,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
sds->slice_axis - 1;
float dim[3];
BKE_object_dimensions_get(ob, dim);
- /* 0.05f to acheive somewhat the same opacity as the full view. */
+ /* 0.05f to achieve somewhat the same opacity as the full view. */
float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
grp = DRW_shgroup_create(sh, vedata->psl->volume_pass);
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
index 75c498dfd88..241cd68bc3a 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.c
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -463,7 +463,7 @@ static void curve_batch_cache_init(Curve *cu)
__func__);
cache->surf_per_mat = MEM_mallocN(sizeof(*cache->surf_per_mat) * cache->mat_len, __func__);
- /* TODO Might be wiser to alloc in one chunck. */
+ /* TODO Might be wiser to alloc in one chunk. */
for (int i = 0; i < cache->mat_len; ++i) {
cache->surf_per_mat_tris[i] = MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf");
cache->surf_per_mat[i] = MEM_callocN(sizeof(GPUBatch), "GPUBatch");
@@ -679,7 +679,7 @@ static void curve_create_edit_curves_nor(CurveRenderData *rdata, GPUVertBuf *vbo
GPU_vertbuf_attr_set(vbo_curves_nor, attr_id.tan, vbo_len_used, &ptan);
vbo_len_used++;
- /* Skip the other vertex (it does not need to be offseted). */
+ /* Skip the other vertex (it does not need to be offsetted). */
GPU_vertbuf_attr_set(vbo_curves_nor, attr_id.pos, vbo_len_used, bevp->vec);
vbo_len_used++;
diff --git a/source/blender/draw/intern/draw_cache_impl_displist.c b/source/blender/draw/intern/draw_cache_impl_displist.c
index d1c214c2aa6..90bbf996851 100644
--- a/source/blender/draw/intern/draw_cache_impl_displist.c
+++ b/source/blender/draw/intern/draw_cache_impl_displist.c
@@ -693,7 +693,7 @@ void DRW_displist_indexbuf_create_edges_adjacency_lines(struct ListBase *lb,
v_idx += dl_vert_len(dl);
}
- /* Create edges for remaning non manifold edges. */
+ /* Create edges for remaining non manifold edges. */
EdgeHashIterator *ehi;
for (ehi = BLI_edgehashIterator_new(eh); BLI_edgehashIterator_isDone(ehi) == false;
BLI_edgehashIterator_step(ehi)) {
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 2376787a273..ba58dc3d9de 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -3229,7 +3229,7 @@ static void mesh_create_loop_orco(MeshRenderData *rdata, GPUVertBuf *vbo)
/* FIXME(fclem): We use the last component as a way to differentiate from generic vertex attribs.
* This is a substential waste of Vram and should be done another way. Unfortunately,
- * at the time of writting, I did not found any other "non disruptive" alternative. */
+ * at the time of writing, I did not found any other "non disruptive" alternative. */
uint attr_id = GPU_vertformat_attr_add(&format, "orco", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertbuf_init_with_format(vbo, &format);
@@ -3715,7 +3715,7 @@ static void mesh_create_edges_adjacency_lines(MeshRenderData *rdata,
}
}
}
- /* Create edges for remaning non manifold edges. */
+ /* Create edges for remaining non manifold edges. */
EdgeHashIterator *ehi;
for (ehi = BLI_edgehashIterator_new(eh); BLI_edgehashIterator_isDone(ehi) == false;
BLI_edgehashIterator_step(ehi)) {
diff --git a/source/blender/draw/intern/draw_cache_inline.h b/source/blender/draw/intern/draw_cache_inline.h
index d94ef5b90d3..12dc0a47a68 100644
--- a/source/blender/draw/intern/draw_cache_inline.h
+++ b/source/blender/draw/intern/draw_cache_inline.h
@@ -47,7 +47,7 @@
BLI_INLINE GPUBatch *DRW_batch_request(GPUBatch **batch)
{
- /* XXX TODO(fclem): We are writting to batch cache here. Need to make this thread safe. */
+ /* XXX TODO(fclem): We are writing to batch cache here. Need to make this thread safe. */
if (*batch == NULL) {
*batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch");
}
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 9e494cdad88..ac3e7e4ce67 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -939,7 +939,7 @@ struct DRWCallBuffer *buffer_instance_bone_stick(DRWPass *pass, eGPUShaderConfig
{
{"boneStart", DRW_ATTR_FLOAT, 3},
{"boneEnd", DRW_ATTR_FLOAT, 3},
- {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */
+ {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port these to uchar color */
{"boneColor", DRW_ATTR_FLOAT, 4},
{"headColor", DRW_ATTR_FLOAT, 4},
{"tailColor", DRW_ATTR_FLOAT, 4},
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 20d5ae096c9..fa1f1f2aab4 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -249,7 +249,7 @@ void DRW_hair_update(void)
{
#ifndef USE_TRANSFORM_FEEDBACK
/**
- * Workaround to tranform feedback not working on mac.
+ * Workaround to transform feedback not working on mac.
* On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
*
* So instead of using transform feedback we render to a texture,
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index dfc089bc6c4..a6c671a631a 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1132,7 +1132,7 @@ static void drw_engines_cache_populate(Object *ob)
drw_batch_cache_generate_requested(ob);
}
- /* ... and clearing it here too because theses draw data are
+ /* ... and clearing it here too because this draw data is
* from a mempool and must not be free individually by depsgraph. */
drw_drawdata_unlink_dupli((ID *)ob);
}
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 424d06a3e56..f37e713e374 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -225,7 +225,7 @@ typedef struct DRWViewUboStorage {
float wininv[4][4];
float clipplanes[6][4];
- /* Should not be here. Not view dependant (only main view). */
+ /* Should not be here. Not view dependent (only main view). */
float viewcamtexcofac[4];
} DRWViewUboStorage;
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 272aa552d38..f0e35e47a66 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -371,7 +371,7 @@ static void edit_mesh_create_overlay_passes(float face_alpha,
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
- /* Cage geom needs to be offseted to avoid Z-fighting. */
+ /* Cage geom needs to be offsetted to avoid Z-fighting. */
passes->faces_cage = DRW_pass_create("Edit Mesh Faces Cage", DRW_STATE_WRITE_COLOR | statemod);
grp = shgrps->faces_cage = DRW_shgroup_create(face_sh, passes->faces_cage);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 8d4083f1723..148a4951dc6 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -2862,7 +2862,7 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
DRWCallBuffer *buf = buffer_theme_id_to_probe_cube_outline_shgrp(
stl, theme_id, ob->base_flag);
- /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
+ /* TODO remove or change the drawing of the cube probes. This line draws nothing on purpose
* to keep the call ids correct. */
zero_m4(probe_cube_mat);
DRW_buffer_add_entry(buf, call_id, &draw_size, probe_cube_mat);
diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl
index 3cc6ac9a5a4..f75ef06b6d9 100644
--- a/source/blender/draw/modes/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_globals_lib.glsl
@@ -83,7 +83,7 @@ layout(std140) uniform globalsBlock
float pad_globalsBlock;
};
-/* data[0] (1nd byte flags) */
+/* data[0] (1st byte flags) */
#define FACE_ACTIVE (1 << 0)
#define FACE_SELECTED (1 << 1)
#define FACE_FREESTYLE (1 << 2)
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index e7002dde291..cbcdc947bc7 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -44,7 +44,7 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* -- Subdivision stage -- */
/**
* We use a transform feedback to preprocess the strands and add more subdivision to it.
- * For the moment theses are simple smooth interpolation but one could hope to see the full
+ * For the moment these are simple smooth interpolation but one could hope to see the full
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.