diff options
author | Campbell Barton <campbell@blender.org> | 2022-01-18 06:27:29 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-01-18 06:27:29 +0300 |
commit | db496a0b7dcf1ab024aece9858257c40529138e4 (patch) | |
tree | e11de882ccca27cca20ab35a221120dbce69c02e /source/blender/render/intern | |
parent | 20df402adc871a76cd98f7de116c48bebd151ce3 (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r-- | source/blender/render/intern/texture_margin.cc | 18 |
1 files changed, 7 insertions, 11 deletions
diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc index 31aa16ac3f4..9ce5a0f9f01 100644 --- a/source/blender/render/intern/texture_margin.cc +++ b/source/blender/render/intern/texture_margin.cc @@ -121,8 +121,7 @@ class TextureMarginMap { void rasterize_tri(float *v1, float *v2, float *v3, uint32_t value, char *mask) { /* NOTE: This is not thread safe, because the value to be written by the rasterizer is - * a class member. If this is ever made multithreaded each therad needs to get it's own. - */ + * a class member. If this is ever made multi-threaded each thread needs to get it's own. */ value_to_store_ = value; mask_ = mask; zspan_scanconvert( @@ -323,8 +322,7 @@ class TextureMarginMap { /* Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon. * Then return the location of the equivalent pixel in the other polygon. * Returns true if a new pixel location was found, false if it wasn't, which can happen if the - * margin pixel is on a corner, or the UV-edge doesnt have an adjacent polygon. - */ + * margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon. */ bool lookup_pixel( float x, float y, int src_poly, float *r_destx, float *r_desty, int *r_other_poly) { @@ -386,7 +384,7 @@ class TextureMarginMap { return false; } - /* Get the 'other' edge. I.E. the UV edge from the neighbour polygon. */ + /* Get the 'other' edge. I.E. the UV edge from the neighbor polygon. */ int other_edge = loop_adjacency_map_[found_edge]; if (other_edge < 0) { @@ -407,7 +405,7 @@ class TextureMarginMap { float2 other_edgepoint1 = uv_to_xy(mloopuv_[other_edge]); float2 other_edgepoint2 = uv_to_xy(mloopuv_[other_edge2]); - /* Calculate the vector from the oder edges last point to it's first point. */ + /* Calculate the vector from the order edges last point to it's first point. */ float2 other_ab = other_edgepoint1 - other_edgepoint2; float2 other_reflect_point = other_edgepoint2 + (found_t * other_ab); float2 perpendicular_other_ab; @@ -486,9 +484,8 @@ static void generate_margin(ImBuf *ibuf, TextureMarginMap map(ibuf->x, ibuf->y, mpoly, mloop, mloopuv, totpoly, totloop, totedge); bool draw_new_mask = false; - /* Now the map contains 3 sorts of values: 0xFFFFFFFF for empty pixels, 0x80000000 + polyindex - * for margin pixels, just polyindex for poly pixels. - */ + /* Now the map contains 3 sorts of values: 0xFFFFFFFF for empty pixels, `0x80000000 + polyindex` + * for margin pixels, just `polyindex` for poly pixels. */ if (mask) { mask = (char *)MEM_dupallocN(mask); } @@ -525,8 +522,7 @@ static void generate_margin(ImBuf *ibuf, map.grow_dijkstra(margin); /* Looking further than 3 polygons away leads to so much cumulative rounding - * that it isn't worth it. So hardcode it to 3. - */ + * that it isn't worth it. So hard-code it to 3. */ map.lookup_pixels(ibuf, mask, 3); /* Use the extend filter to fill in the missing pixels at the corners, not strictly correct, but |