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authorCampbell Barton <campbell@blender.org>2022-01-18 06:27:29 +0300
committerCampbell Barton <campbell@blender.org>2022-01-18 06:27:29 +0300
commitdb496a0b7dcf1ab024aece9858257c40529138e4 (patch)
treee11de882ccca27cca20ab35a221120dbce69c02e /source/blender/render
parent20df402adc871a76cd98f7de116c48bebd151ce3 (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/texture_margin.cc18
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