diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-04-09 03:51:34 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2020-04-05 15:22:21 +0300 |
commit | 19352bca163dbd832ffc93ec5925736e4f25c959 (patch) | |
tree | 4f45aa3c4af48a15d67347eaaf41d4da9dee5c18 /source | |
parent | 7df787b2c1977e549da0c4f2213eb11cb96af32f (diff) |
Cleanup: spelling
Diffstat (limited to 'source')
5 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/blenkernel/BKE_particle.h b/source/blender/blenkernel/BKE_particle.h index eff546a7c55..ea81be05b03 100644 --- a/source/blender/blenkernel/BKE_particle.h +++ b/source/blender/blenkernel/BKE_particle.h @@ -270,7 +270,7 @@ BLI_INLINE float psys_frand(ParticleSystem *psys, unsigned int seed) /* XXX far from ideal, this simply scrambles particle random numbers a bit * to avoid obvious correlations. * Can't use previous psys->frand arrays because these require initialization - * inside psys_check_enabled, which wreaks havoc in multi-threaded depgraph updates. + * inside psys_check_enabled, which wreaks havoc in multi-threaded depsgraph updates. */ unsigned int offset = PSYS_FRAND_SEED_OFFSET[psys->seed % PSYS_FRAND_COUNT]; unsigned int multiplier = PSYS_FRAND_SEED_MULTIPLIER[psys->seed % PSYS_FRAND_COUNT]; diff --git a/source/blender/blenlib/intern/BLI_ghash.c b/source/blender/blenlib/intern/BLI_ghash.c index 0800027e520..09dbf18acd0 100644 --- a/source/blender/blenlib/intern/BLI_ghash.c +++ b/source/blender/blenlib/intern/BLI_ghash.c @@ -1056,7 +1056,7 @@ void BLI_ghash_flag_clear(GHash *gh, uint flag) * #BLI_ghash_len(gh) times before becoming done. * * \param gh: The GHash to iterate over. - * \return Pointer to a new DynStr. + * \return Pointer to a new iterator. */ GHashIterator *BLI_ghashIterator_new(GHash *gh) { diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c index 5919b7e1dd6..9009f73a62f 100644 --- a/source/blender/blenlib/intern/math_vector.c +++ b/source/blender/blenlib/intern/math_vector.c @@ -778,7 +778,7 @@ void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const * <pre> * v * + ^ - * \ | + * \ | * \| * + normal: axis of reflection * / diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c index cd9f9dd7027..ff3aef4588f 100644 --- a/source/blender/blenloader/intern/versioning_280.c +++ b/source/blender/blenloader/intern/versioning_280.c @@ -4125,7 +4125,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain) v3d->shading.flag |= V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER; /* files by default don't have studio lights selected unless interacted - * with the shading popover. When no studiolight could be read, we will + * with the shading popover. When no studio-light could be read, we will * select the default world one. */ StudioLight *studio_light = BKE_studiolight_find(v3d->shading.lookdev_light, STUDIOLIGHT_TYPE_WORLD); @@ -4194,7 +4194,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain) } } - /* Added studiolight intensity */ + /* Added studio-light intensity. */ if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "studiolight_intensity")) { for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) { LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { diff --git a/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp b/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp index 22949a8e6f1..ae6f49bffcd 100644 --- a/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp +++ b/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp @@ -1136,7 +1136,7 @@ static void do_fillGradientBuffer(unsigned int rw, * purpose of GO for the proportion calculation. * * For the purposes of the minimum distance comparisons, we only check - * the sums-of-squares against eachother, since they are in the same + * the sums-of-squares against each other, since they are in the same * mathematical sort-order as if we did go ahead and take square roots * * Loop through all gradient pixels. |