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-rw-r--r--intern/cycles/bvh/build.cpp2
-rw-r--r--intern/opensubdiv/internal/evaluator/evaluator_impl.cc2
-rw-r--r--source/blender/blenkernel/intern/ocean.c2
-rw-r--r--source/blender/blenlib/BLI_length_parameterize.hh2
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_uv.c2
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h2
8 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/bvh/build.cpp b/intern/cycles/bvh/build.cpp
index 79e9b800690..1df3517673e 100644
--- a/intern/cycles/bvh/build.cpp
+++ b/intern/cycles/bvh/build.cpp
@@ -811,7 +811,7 @@ BVHNode *BVHBuild::build_node(const BVHRange &range,
/* unalignedLeafSAH = params.sah_primitive_cost * split.leafSAH; */
unalignedSplitSAH = params.sah_node_cost * unaligned_split.bounds.half_area() +
params.sah_primitive_cost * unaligned_split.nodeSAH;
- /* TOOD(sergey): Check we can create leaf already. */
+ /* TODO(sergey): Check we can create leaf already. */
/* Check whether unaligned split is better than the regular one. */
if (unalignedSplitSAH < splitSAH) {
do_unalinged_split = true;
diff --git a/intern/opensubdiv/internal/evaluator/evaluator_impl.cc b/intern/opensubdiv/internal/evaluator/evaluator_impl.cc
index a5273cad13a..29b2fe3975f 100644
--- a/intern/opensubdiv/internal/evaluator/evaluator_impl.cc
+++ b/intern/opensubdiv/internal/evaluator/evaluator_impl.cc
@@ -581,7 +581,7 @@ OpenSubdiv_EvaluatorImpl *openSubdiv_createEvaluatorInternal(
evaluator_descr->eval_output = new blender::opensubdiv::EvalOutputAPI(eval_output, patch_map);
evaluator_descr->patch_map = patch_map;
evaluator_descr->patch_table = patch_table;
- // TOOD(sergey): Look into whether we've got duplicated stencils arrays.
+ // TODO(sergey): Look into whether we've got duplicated stencils arrays.
delete vertex_stencils;
delete varying_stencils;
for (const StencilTable *table : all_face_varying_stencils) {
diff --git a/source/blender/blenkernel/intern/ocean.c b/source/blender/blenkernel/intern/ocean.c
index 4dc0130366e..dec9a594938 100644
--- a/source/blender/blenkernel/intern/ocean.c
+++ b/source/blender/blenkernel/intern/ocean.c
@@ -48,7 +48,7 @@ static float nextfr(RNG *rng, float min, float max)
static float gaussRand(RNG *rng)
{
/* NOTE: to avoid numerical problems with very small numbers, we make these variables
- * singe-precision floats, but later we call the double-precision log() and sqrt() functions
+ * single-precision floats, but later we call the double-precision log() and sqrt() functions
* instead of logf() and sqrtf(). */
float x;
float y;
diff --git a/source/blender/blenlib/BLI_length_parameterize.hh b/source/blender/blenlib/BLI_length_parameterize.hh
index f13641c3a65..ec0fabb75b4 100644
--- a/source/blender/blenlib/BLI_length_parameterize.hh
+++ b/source/blender/blenlib/BLI_length_parameterize.hh
@@ -84,7 +84,7 @@ void create_uniform_samples(Span<float> lengths,
* Could be calculated by #accumulate_lengths.
* \param sample_lengths: Sampled locations in the #lengths array. Must be sorted and is expected
* to be within the range of the #lengths values.
- * \param cyclic: Whether the points described by the #lenghts input is cyclic. This is likely
+ * \param cyclic: Whether the points described by the #lengths input is cyclic. This is likely
* redundant information theoretically.
* \param indices: The index of the previous point at each sample.
* \param factors: The portion of the length in each segment at each sample.
diff --git a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
index 21d347942ca..4070ede116b 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
@@ -24,7 +24,7 @@ struct Closure {
float holdout;
#endif
-/* Metal Default Constructor - Requred for C++ constructor syntax. */
+/* Metal Default Constructor - Required for C++ constructor syntax. */
#ifdef GPU_METAL
inline Closure() = default;
# ifdef VOLUMETRICS
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index a81d37f4e6f..88ade8451a4 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -157,7 +157,7 @@ float attr_load_float(sampler3D tex)
}
/* TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on
- * the engine side. But as of now, the engines are reponsible for loading the attributes. */
+ * the engine side. But as of now, the engines are responsible for loading the attributes. */
float attr_load_temperature_post(float attr)
{
#ifdef MESH_SHADER
diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c
index acfd2f98044..4cfe9fcea4e 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_uv.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c
@@ -115,7 +115,7 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
const bool is_tiled_image = image && (image->source == IMA_SRC_TILED);
const bool do_edges_only = (ts->uv_flag & UV_SYNC_SELECTION) ?
/* NOTE: Ignore #SCE_SELECT_EDGE because a single selected edge
- * on the mesh may cause singe UV vertices to be selected. */
+ * on the mesh may cause single UV vertices to be selected. */
false :
(ts->uv_selectmode == UV_SELECT_EDGE);
const bool do_faces = ((sima->flag & SI_NO_DRAWFACES) == 0);
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
index ffc2228a49b..b071ab85f3a 100644
--- a/source/blender/gpu/intern/gpu_material_library.h
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -30,7 +30,7 @@ typedef struct GPUFunction {
eGPUType paramtype[MAX_PARAMETER];
GPUFunctionQual paramqual[MAX_PARAMETER];
int totparam;
- /* TOOD(@fclem): Clean that void pointer. */
+ /* TODO(@fclem): Clean that void pointer. */
void *source; /* GPUSource */
} GPUFunction;