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authorCampbell Barton <campbell@blender.org>2022-06-03 06:39:37 +0300
committerCampbell Barton <campbell@blender.org>2022-06-03 08:08:11 +0300
commite87082d8a70a0252ca76ce93b08c5bd65e29928b (patch)
tree2953ec6ce0d450e3b9a4259c96bee83fded06a44 /source/blender/editors/uvedit
parent379672ca0baf0c37bb01fd108c61da52c16cac9e (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_select.c4
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/uvedit/uvedit_select.c b/source/blender/editors/uvedit/uvedit_select.c
index 1af56a96b11..cea2bb05547 100644
--- a/source/blender/editors/uvedit/uvedit_select.c
+++ b/source/blender/editors/uvedit/uvedit_select.c
@@ -2425,7 +2425,7 @@ static bool uv_mouse_select_multi(bContext *C,
UvNearestHit hit = UV_NEAREST_HIT_INIT_DIST_PX(&region->v2d, 75.0f);
int selectmode, sticky;
bool found_item = false;
- /* 0 == don't flush, 1 == sel, -1 == desel; only use when selection sync is enabled */
+ /* 0 == don't flush, 1 == sel, -1 == deselect; only use when selection sync is enabled. */
int flush = 0;
/* Penalty (in pixels) applied to elements that are already selected
@@ -2735,7 +2735,7 @@ static int uv_mouse_select_loop_generic_multi(bContext *C,
const ToolSettings *ts = scene->toolsettings;
UvNearestHit hit = UV_NEAREST_HIT_INIT_MAX(&region->v2d);
bool found_item = false;
- /* 0 == don't flush, 1 == sel, -1 == desel; only use when selection sync is enabled */
+ /* 0 == don't flush, 1 == sel, -1 == deselect; only use when selection sync is enabled. */
int flush = 0;
/* Find edge. */
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index bacf321fce1..55e44607f6f 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -1716,7 +1716,7 @@ static void stitch_draw_vbo(GPUVertBuf *vbo, GPUPrimType prim_type, const float
GPU_batch_discard(batch);
}
-/* TODO: make things pretier : store batches inside StitchPreviewer instead of the bare verts pos
+/* TODO: make things prettier : store batches inside StitchPreviewer instead of the bare verts pos
*/
static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(region), void *arg)
{