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authorCampbell Barton <ideasman42@gmail.com>2021-12-08 03:30:03 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-12-08 05:31:19 +0300
commit2964c4e1d08836b0ef2d0382579e8da173650b24 (patch)
tree88232b2b0a10862d86e8f776e52a88c13bf1d764 /source/blender
parent333dc7b5c4ee44986294c6b5683fa4813454279b (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_armature.h4
-rw-r--r--source/blender/blenkernel/BKE_geometry_set.hh4
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index aaf6c540878..fcba7d9d365 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -401,8 +401,8 @@ void BKE_bone_parent_transform_apply(const struct BoneParentTransform *bpt,
*
* Construct the matrices (rot/scale and loc)
* to apply the PoseChannels into the armature (object) space.
- * I.e. (roughly) the "pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)" in the
- * pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)
+ * I.e. (roughly) the `pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)` in the
+ * `pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)`
* ...function.
*
* This allows to get the transformations of a bone in its object space,
diff --git a/source/blender/blenkernel/BKE_geometry_set.hh b/source/blender/blenkernel/BKE_geometry_set.hh
index 1399da0219c..7d33cb81f0f 100644
--- a/source/blender/blenkernel/BKE_geometry_set.hh
+++ b/source/blender/blenkernel/BKE_geometry_set.hh
@@ -264,7 +264,7 @@ inline constexpr bool is_geometry_component_v = std::is_base_of_v<GeometryCompon
* individual components might be shared between multiple geometries and other code. Shared
* components are copied automatically when write access is requested.
*
- * The components usually do not store data by themself, but keep a reference to a data structure
+ * The components usually do not store data by them self, but keep a reference to a data structure
* defined elsewhere in Blender. There is at most one component of each type:
* - #MeshComponent
* - #CurveComponent
@@ -559,7 +559,7 @@ class MeshComponent : public GeometryComponent {
* A geometry component that stores a point cloud, corresponding to the #PointCloud data structure.
* While a point cloud is technically a subset of a mesh in some respects, it is useful because of
* its simplicity, partly on a conceptual level for the user, but also in the code, though partly
- * for historical reasons. Pointclouds can also be rendered in special ways, based on the built-in
+ * for historical reasons. Point-clouds can also be rendered in special ways, based on the built-in
* `radius` attribute.
*
* Attributes on point clouds are all stored in contiguous arrays in its #CustomData,