diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-18 11:38:51 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-18 11:38:51 +0400 |
commit | 4f19c1a995de507044d1b5ada7fb7398cdb32096 (patch) | |
tree | e46c13dd84a493177c80af0715f8f9b09c333943 /source/blender/editors/space_view3d | |
parent | e56f71400060f10f73bed6b5c52fc537e5a0d617 (diff) |
spelling cleanup
Diffstat (limited to 'source/blender/editors/space_view3d')
9 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c index e15252056cc..545ec42e72f 100644 --- a/source/blender/editors/space_view3d/drawanimviz.c +++ b/source/blender/editors/space_view3d/drawanimviz.c @@ -79,7 +79,7 @@ void draw_motion_paths_init(View3D *v3d, ARegion *ar) } /* Draw the given motion path for an Object or a Bone - * - assumes that the viewport has already been initialised properly + * - assumes that the viewport has already been initialized properly * i.e. draw_motion_paths_init() has been called */ void draw_motion_path_instance(Scene *scene, @@ -210,7 +210,7 @@ void draw_motion_path_instance(Scene *scene, UI_ThemeColor(TH_TEXT_HI); } - // XXX, this isnt up to date but probably should be kept so. + // XXX, this isn't up to date but probably should be kept so. invert_m4_m4(ob->imat, ob->obmat); /* Draw frame numbers at each framestep value */ diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 373b665a84c..0f3110c478f 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -1864,7 +1864,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, if (index != -1) index+= 0x10000; // pose bones count in higher 2 bytes only } - /* stick or wire bones have not been drawn yet so dont clear object selection in this case */ + /* stick or wire bones have not been drawn yet so don't clear object selection in this case */ if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)==0 && draw_wire) { /* object tag, for bordersel optim */ glLoadName(index & 0xFFFF); diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 765114e2fb4..a8f5aff2e1c 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -193,7 +193,7 @@ static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt) if ((vd->flag & V3D_ZBUF_SELECT) == 0) return 1; - /* if its drawing textures with zbuf sel, then dont draw dots */ + /* if its drawing textures with zbuf sel, then don't draw dots */ if (dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE) return 0; @@ -2016,7 +2016,7 @@ static void drawlattice(Scene *scene, View3D *v3d, Object *ob) /* Note! - foreach funcs should be called while drawing or directly after * if not, ED_view3d_init_mats_rv3d() can be used for selection tools - * but would not give correct results with dupli's for eg. which dont + * but would not give correct results with dupli's for eg. which don't * use the object matrix in the usual way */ static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s)) { @@ -2721,7 +2721,7 @@ static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d, UI_GetThemeColor4ubv(TH_WIRE, wireCol); UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, actCol); - /* when sel only is used, dont render wire, only selected, this is used for + /* when sel only is used, don't render wire, only selected, this is used for * textured draw mode when the 'edges' option is disabled */ if (sel_only) wireCol[3] = 0; @@ -3084,7 +3084,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, glEnable(GL_BLEND); glDepthMask(0); // disable write in zbuffer, needed for nice transp - /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */ + /* don't draw unselected faces, only selected, this is MUCH nicer when texturing */ if (CHECK_OB_DRAWTEXTURE(v3d, dt)) col1[3] = 0; @@ -3098,7 +3098,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, * Make all other faces zero alpha except for the active * */ unsigned char col1[4], col2[4], col3[4]; - col1[3] = col2[3] = 0; /* dont draw */ + col1[3] = col2[3] = 0; /* don't draw */ UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3); glEnable(GL_BLEND); @@ -3113,7 +3113,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, /* here starts all fancy draw-extra over */ if ((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) { - /* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */ + /* we are drawing textures and 'ME_DRAWEDGES' is disabled, don't draw any edges */ /* only draw selected edges otherwise there is no way of telling if a face is selected */ draw_em_fancy_edges(em, scene, v3d, me, cageDM, 1, eed_act); @@ -3318,7 +3318,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D GPU_disable_material(); - /* since we already draw wire as wp guide, dont draw over the top */ + /* since we already draw wire as wp guide, don't draw over the top */ draw_wire= OBDRAW_WIRE_OFF; } else if (draw_flags & DRAW_MODIFIERS_PREVIEW) { @@ -5135,7 +5135,7 @@ static void tekenhandlesN(Nurb *nu, short sel, short hide_handles) if (nu->type == CU_BEZIER) { #define TH_HANDLE_COL_TOT ((TH_HANDLE_SEL_FREE - TH_HANDLE_FREE) + 1) - /* use MIN2 when indexing to ensure newer files dont read outside the array */ + /* use MIN2 when indexing to ensure newer files don't read outside the array */ unsigned char handle_cols[TH_HANDLE_COL_TOT][3]; const int basecol= sel ? TH_HANDLE_SEL_FREE : TH_HANDLE_FREE; @@ -5510,7 +5510,7 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, if (v3d->zbuf) glEnable(GL_DEPTH_TEST); /* direction vectors for 3d curve paths - * when at its lowest, dont render normals */ + * when at its lowest, don't render normals */ if ((cu->flag & CU_3D) && (ts->normalsize > 0.0015f) && (cu->drawflag & CU_HIDE_NORMALS)==0) { UI_ThemeColor(TH_WIRE); @@ -6945,7 +6945,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag) } if (dtx & OB_DRAWNAME) { /* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */ - /* but, we also dont draw names for sets or duplicators */ + /* but, we also don't draw names for sets or duplicators */ if (flag == 0) { float zero[3]= {0,0,0}; float curcol[4]; @@ -6999,7 +6999,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag) int do_draw_center= -1; /* defines below are zero or positive... */ if (v3d->flag2 & V3D_RENDER_OVERRIDE) { - /* dont draw */ + /* don't draw */ } else if ((scene->basact)==base) do_draw_center= ACTIVE; diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 3d570252126..dbd4a4107f8 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -541,7 +541,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) int mx, my, co[2]; int flag; - /* we dont want the clipping for cursor */ + /* we don't want the clipping for cursor */ flag= v3d->flag; v3d->flag= 0; project_int(ar, give_cursor(scene, v3d), co); @@ -2097,7 +2097,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) } } - /* this isnt that nice, draw xray objects as if they are normal */ + /* this isn't that nice, draw xray objects as if they are normal */ if ( v3d->afterdraw_transp.first || v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c index e27cd760c92..c04f352a5d0 100644 --- a/source/blender/editors/space_view3d/view3d_edit.c +++ b/source/blender/editors/space_view3d/view3d_edit.c @@ -476,7 +476,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event) ED_view3d_win_to_vector(vod->ar, mval_f, vod->mousevec); } - /* lookup, we dont pass on v3d to prevent confusement */ + /* lookup, we don't pass on v3d to prevent confusement */ vod->grid= vod->v3d->grid; vod->far= vod->v3d->far; @@ -2202,7 +2202,7 @@ static int viewselected_exec(bContext *C, wmOperator *UNUSED(op)) size= MAX3(afm[0], afm[1], afm[2]); if (!rv3d->is_persp) { - if (size < 0.0001f) { /* if its a sinble point. dont even re-scale */ + if (size < 0.0001f) { /* if its a sinble point. don't even re-scale */ ok_dist= 0; } else { @@ -2813,7 +2813,7 @@ static int viewnumpad_exec(bContext *C, wmOperator *op) } } - /* if the camera isnt found, check a number of options */ + /* if the camera isn't found, check a number of options */ if (v3d->camera==NULL && ob && ob->type==OB_CAMERA) v3d->camera= ob; @@ -2824,7 +2824,7 @@ static int viewnumpad_exec(bContext *C, wmOperator *op) if (v3d->camera==NULL) return OPERATOR_CANCELLED; - /* important these dont get out of sync for locked scenes */ + /* important these don't get out of sync for locked scenes */ if (v3d->scenelock) scene->camera= v3d->camera; diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c index 53b64b971aa..6e5a3b2dc54 100644 --- a/source/blender/editors/space_view3d/view3d_fly.c +++ b/source/blender/editors/space_view3d/view3d_fly.c @@ -813,7 +813,7 @@ static int flyApply(bContext *C, FlyInfo *fly) /* scale the mouse movement by this value - scales mouse movement to the view size * moffset[0]/(ar->winx-xmargin*2) - window size minus margin (same for y) * - * the mouse moves isnt linear */ + * the mouse moves isn't linear */ if (moffset[0]) { moffset[0] /= ar->winx - (xmargin * 2); @@ -834,7 +834,7 @@ static int flyApply(bContext *C, FlyInfo *fly) float dvec_tmp[3]; /* time how fast it takes for us to redraw, - * this is so simple scenes dont fly too fast */ + * this is so simple scenes don't fly too fast */ double time_current; float time_redraw; float time_redraw_clamped; @@ -946,12 +946,12 @@ static int flyApply(bContext *C, FlyInfo *fly) fly->zlock_momentum += FLY_ZUP_CORRECT_ACCEL; } else { - fly->zlock = 1; /* dont check until the view rotates again */ + fly->zlock = 1; /* don't check until the view rotates again */ fly->zlock_momentum = 0.0f; } } - if (fly->xlock == 2 && moffset[1] == 0) { /*only apply xcorrect when mouse isnt applying x rot*/ + if (fly->xlock == 2 && moffset[1] == 0) { /*only apply xcorrect when mouse isn't applying x rot*/ upvec[0] = 0; upvec[1] = 0; upvec[2] = 1; diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c index 17f5ab68633..6e0a87977ee 100644 --- a/source/blender/editors/space_view3d/view3d_header.c +++ b/source/blender/editors/space_view3d/view3d_header.c @@ -527,7 +527,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C) uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); /* pose/object only however we want to allow in weight paint mode too - * so dont be totally strict and just check not-editmode for now */ + * so don't be totally strict and just check not-editmode for now */ if (obedit == NULL) { uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); } diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index 3d1156c8ad1..a7c711968aa 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -529,7 +529,7 @@ static void do_lasso_select_mesh(ViewContext *vc, int mcords[][2], short moves, if (extend == 0 && select) EDBM_flag_disable_all(vc->em, BM_ELEM_SELECT); - /* for non zbuf projections, dont change the GL state */ + /* for non zbuf projections, don't change the GL state */ ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); glLoadMatrixf(vc->rv3d->viewmat); @@ -1086,7 +1086,7 @@ static EnumPropertyItem *object_select_menu_enum_itemf(bContext *C, PointerRNA * int totitem= 0; int i= 0; - /* dont need context but avoid docgen using this */ + /* don't need context but avoid docgen using this */ if (C == NULL || object_mouse_select_menu_data[i].idname[0] == '\0') { return DummyRNA_NULL_items; } @@ -1800,7 +1800,7 @@ static int do_mesh_box_select(ViewContext *vc, rcti *rect, int select, int exten if (extend == 0 && select) EDBM_flag_disable_all(vc->em, BM_ELEM_SELECT); - /* for non zbuf projections, dont change the GL state */ + /* for non zbuf projections, don't change the GL state */ ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); glLoadMatrixf(vc->rv3d->viewmat); diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index 88658b30662..7bd878351d9 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -145,7 +145,7 @@ void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Objec * we may be changing the view 'as if' there is no active camera, but infact * there is an active camera which is locked to the view. * - * In the case where smooth view is moving _to_ a camera we dont want that + * In the case where smooth view is moving _to_ a camera we don't want that * camera to be moved or changed, so only when the camera is not being set should * we allow camera option locking to initialize the view settings from the camera. */ @@ -1075,7 +1075,7 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short float bmat[4][4]; float tmat[3][3]; - rv3d->view= RV3D_VIEW_USER; /* dont show the grid */ + rv3d->view= RV3D_VIEW_USER; /* don't show the grid */ copy_m4_m4(bmat, ob->obmat); normalize_m4(bmat); @@ -1150,7 +1150,7 @@ int ED_view3d_lock(RegionView3D *rv3d) return TRUE; } -/* dont set windows active in here, is used by renderwin too */ +/* don't set windows active in here, is used by renderwin too */ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d) { if (rv3d->persp==RV3D_CAMOB) { /* obs/camera */ |