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authorCampbell Barton <ideasman42@gmail.com>2021-12-13 08:22:20 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-12-13 08:22:20 +0300
commit36c6b2e893b89f6b378f60fb975f73d47b248027 (patch)
treeaad54a27e5150753bbcaba72d6ed388e9d72cf4b /source/blender/editors/include
parent8ad2642c4717dcfad31626f7eebac325a9827b73 (diff)
Cleanup: spelling in comments
Also move notes about where noise functions come from into the function body as it's not relavant to the public doc-string.
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_mesh.h4
-rw-r--r--source/blender/editors/include/ED_view3d.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h
index e6a064a3f51..35838f4ce48 100644
--- a/source/blender/editors/include/ED_mesh.h
+++ b/source/blender/editors/include/ED_mesh.h
@@ -229,7 +229,7 @@ void EDBM_select_mirrored(struct BMEditMesh *em,
* actual distance.
* \param use_select_bias:
* - When true, selected vertices are given a 5 pixel bias
- * to make them further than unselect verts.
+ * to make them further than unselected vertices.
* - When false, unselected vertices are given the bias.
* \param use_cycle: Cycle over elements within #FIND_NEAR_CYCLE_THRESHOLD_MIN in order of index.
*/
@@ -570,7 +570,7 @@ bool ED_mesh_uv_texture_remove_active(struct Mesh *me);
bool ED_mesh_uv_texture_remove_named(struct Mesh *me, const char *name);
void ED_mesh_uv_loop_reset(struct bContext *C, struct Mesh *me);
/**
- * Without bContext, called in uvedit.
+ * Without a #bContext, called when UV-editing.
*/
void ED_mesh_uv_loop_reset_ex(struct Mesh *me, const int layernum);
bool ED_mesh_color_ensure(struct Mesh *me, const char *name);
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 11a8b11c35a..a4f07248d71 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -1161,7 +1161,7 @@ float ED_view3d_offset_distance(const float mat[4][4],
/**
* Set the dist without moving the view (compensate with #RegionView3D.ofs)
*
- * \note take care that viewinv is up to date, #ED_view3d_update_viewmat first.
+ * \note take care that #RegionView3d.viewinv is up to date, #ED_view3d_update_viewmat first.
*/
void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist);
/**