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authorLeon Zandman <lzandman>2021-06-22 20:42:32 +0300
committerHarley Acheson <harley.acheson@gmail.com>2021-06-22 20:54:50 +0300
commitc317f111c16b014a02f6d8368aa6c8815a147d06 (patch)
treed02b873a8ff59fe5a69290e2cbd61cdd1788e82c /source/blender/editors/sculpt_paint
parent2fcd3f0296eff296c7a4fc2b7fc02b290ea985fd (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.c20
-rw-r--r--source/blender/editors/sculpt_paint/paint_vertex.c8
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;