diff options
author | Leon Zandman <lzandman> | 2021-06-22 20:42:32 +0300 |
---|---|---|
committer | Harley Acheson <harley.acheson@gmail.com> | 2021-06-22 20:54:50 +0300 |
commit | c317f111c16b014a02f6d8368aa6c8815a147d06 (patch) | |
tree | d02b873a8ff59fe5a69290e2cbd61cdd1788e82c /source/blender/editors/sculpt_paint | |
parent | 2fcd3f0296eff296c7a4fc2b7fc02b290ea985fd (diff) |
Cleanup: Spelling Mistakes
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
Diffstat (limited to 'source/blender/editors/sculpt_paint')
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_image_proj.c | 20 | ||||
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_vertex.c | 8 |
2 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index 26f86c8eabb..5adc1f78545 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -122,7 +122,7 @@ BLI_INLINE uchar f_to_char(const float val) * * When 3 - a brush should have ~9 buckets under it at once * ...this helps for threading while painting as well as - * avoiding initializing pixels that wont touch the brush */ + * avoiding initializing pixels that won't touch the brush */ #define PROJ_BUCKET_BRUSH_DIV 4 #define PROJ_BUCKET_RECT_MIN 4 @@ -957,7 +957,7 @@ static int line_isect_y(const float p1[2], const float p2[2], const float y_leve return ISECT_TRUE_P2; } - /** yuck, horizontal line, we cant do much here. */ + /** yuck, horizontal line, we can't do much here. */ y_diff = fabsf(p1[1] - p2[1]); if (y_diff < 0.000001f) { @@ -991,10 +991,10 @@ static int line_isect_x(const float p1[2], const float p2[2], const float x_leve return ISECT_TRUE_P2; } - /* yuck, horizontal line, we cant do much here */ + /* yuck, horizontal line, we can't do much here */ x_diff = fabsf(p1[0] - p2[0]); - /* yuck, vertical line, we cant do much here */ + /* yuck, vertical line, we can't do much here */ if (x_diff < 0.000001f) { *y_isect = (p1[0] + p2[0]) * 0.5f; return ISECT_TRUE; @@ -3152,7 +3152,7 @@ static void project_paint_face_init(const ProjPaintState *ps, } //#if 0 else if (has_x_isect) { - /* assuming the face is not a bow-tie - we know we cant intersect again on the X */ + /* assuming the face is not a bow-tie - we know we can't intersect again on the X */ break; } //#endif @@ -3239,7 +3239,7 @@ static void project_paint_face_init(const ProjPaintState *ps, uv_image_outset(ps, lt_uv_pxoffset, lt_puv, tri_index, ibuf->x, ibuf->y); } - /* ps->loopSeamUVs cant be modified when threading, now this is done we can unlock. */ + /* ps->loopSeamUVs can't be modified when threading, now this is done we can unlock. */ if (threaded) { /* Other threads could be modifying these vars */ BLI_thread_unlock(LOCK_CUSTOM1); @@ -3292,7 +3292,7 @@ static void project_paint_face_init(const ProjPaintState *ps, interp_v2_v2v2(seam_subsection[3], seam_uvs[0], seam_uvs[1], fac1); /* if the bucket_clip_edges values Z values was kept we could avoid this - * Inset needs to be added so occlusion tests wont hit adjacent faces */ + * Inset needs to be added so occlusion tests won't hit adjacent faces */ interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1); interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2); @@ -3648,7 +3648,7 @@ static void project_paint_delayed_face_init(ProjPaintState *ps, has_x_isect = has_isect = 1; } else if (has_x_isect) { - /* assuming the face is not a bow-tie - we know we cant intersect again on the X */ + /* assuming the face is not a bow-tie - we know we can't intersect again on the X */ break; } } @@ -5514,7 +5514,7 @@ static void do_projectpaint_thread(TaskPool *__restrict UNUSED(pool), void *ph_v if (tool == PAINT_TOOL_SMEAR) { - for (node = smearPixels; node; node = node->next) { /* this wont run for a float image */ + for (node = smearPixels; node; node = node->next) { /* this won't run for a float image */ projPixel = node->link; *projPixel->pixel.uint_pt = ((ProjPixelClone *)projPixel)->clonepx.uint; if (lock_alpha) { @@ -5534,7 +5534,7 @@ static void do_projectpaint_thread(TaskPool *__restrict UNUSED(pool), void *ph_v } else if (tool == PAINT_TOOL_SOFTEN) { - for (node = softenPixels; node; node = node->next) { /* this wont run for a float image */ + for (node = softenPixels; node; node = node->next) { /* this won't run for a float image */ projPixel = node->link; *projPixel->pixel.uint_pt = projPixel->newColor.uint; if (lock_alpha) { diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c index daccc6f228a..0a5f1975361 100644 --- a/source/blender/editors/sculpt_paint/paint_vertex.c +++ b/source/blender/editors/sculpt_paint/paint_vertex.c @@ -725,7 +725,7 @@ typedef struct WeightPaintInfo { * length of defbase_tot */ const bool *lock_flags; /* boolean array for selected bones, - * length of defbase_tot, cant be const because of how its passed */ + * length of defbase_tot, can't be const because of how it's passed */ const bool *defbase_sel; /* same as WeightPaintData.vgroup_validmap, * only added here for convenience */ @@ -917,7 +917,7 @@ static void do_weight_paint_vertex_single( * 'resist' so you couldn't instantly zero out other weights by painting 1.0 on the active. * * However this gave a problem since applying mirror, then normalize both verts - * the resulting weight wont match on both sides. + * the resulting weight won't match on both sides. * * If this 'resisting', slower normalize is nicer, we could call * do_weight_paint_normalize_all() and only use... @@ -941,13 +941,13 @@ static void do_weight_paint_vertex_single( * - Auto normalize is enabled. * - The group you are painting onto has a L / R version. * - * We want L/R vgroups to have the same weight but this cant be if both are over 0.5, + * We want L/R vgroups to have the same weight but this can't be if both are over 0.5, * We _could_ have special check for that, but this would need its own * normalize function which holds 2 groups from changing at once. * * So! just balance out the 2 weights, it keeps them equal and everything normalized. * - * While it wont hit the desired weight immediately as the user waggles their mouse, + * While it won't hit the desired weight immediately as the user waggles their mouse, * constant painting and re-normalizing will get there. this is also just simpler logic. * - campbell */ dw_mirr->weight = dw->weight = (dw_mirr->weight + dw->weight) * 0.5f; 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