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-rw-r--r--intern/cycles/kernel/svm/svm_noise.h2
-rw-r--r--intern/ghost/intern/GHOST_ImeWin32.h2
-rw-r--r--intern/ghost/intern/GHOST_WindowWin32.h2
-rw-r--r--source/blender/blenfont/intern/blf_dir.c5
-rw-r--r--source/blender/blenlib/intern/uvproject.c4
-rw-r--r--source/blender/bmesh/intern/bmesh_marking.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_renderpasses.c2
-rw-r--r--source/blender/editors/animation/keyframes_edit.c2
-rw-r--r--source/blender/editors/armature/pose_select.c6
-rw-r--r--source/blender/editors/mesh/editmesh_loopcut.c4
-rw-r--r--source/blender/editors/space_node/node_draw.cc6
-rw-r--r--source/blender/editors/space_outliner/outliner_dragdrop.c2
-rw-r--r--source/blender/editors/transform/transform_convert_armature.c4
-rw-r--r--source/blender/editors/transform/transform_gizmo_extrude_3d.c2
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc2
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh2
-rw-r--r--source/blender/gpu/opengl/gl_texture.cc6
-rw-r--r--source/blender/makesdna/DNA_color_types.h2
19 files changed, 35 insertions, 32 deletions
diff --git a/intern/cycles/kernel/svm/svm_noise.h b/intern/cycles/kernel/svm/svm_noise.h
index 7ad61f23cc1..94d8bfde555 100644
--- a/intern/cycles/kernel/svm/svm_noise.h
+++ b/intern/cycles/kernel/svm/svm_noise.h
@@ -616,7 +616,7 @@ ccl_device_noinline float perlin_3d(float x, float y, float z)
* Point Offset from v0
* v0 (0, 0, 0, 0)
* v1 (0, 0, 1, 0) The full AVX type is computed by inserting the following
- * v2 (0, 1, 0, 0) sse types into both the low and high parts of the AVX.
+ * v2 (0, 1, 0, 0) SSE types into both the low and high parts of the AVX.
* v3 (0, 1, 1, 0)
* v4 (1, 0, 0, 0)
* v5 (1, 0, 1, 0) (0, 1, 0, 1) = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(V, V + 1))
diff --git a/intern/ghost/intern/GHOST_ImeWin32.h b/intern/ghost/intern/GHOST_ImeWin32.h
index cbef0f0edc4..cd13ee1a8ae 100644
--- a/intern/ghost/intern/GHOST_ImeWin32.h
+++ b/intern/ghost/intern/GHOST_ImeWin32.h
@@ -365,7 +365,7 @@ class GHOST_ImeWin32 {
* MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED);
* * "ja-JP" (0x0411)
* MAKELANGID(LANG_JAPANESE, SUBLANG_JAPANESE_JAPAN), etc.
- * (See <winnt.h> for other available values.)
+ * (See `winnt.h` for other available values.)
* This Language ID is used for processing language-specific operations in
* IME functions.
*/
diff --git a/intern/ghost/intern/GHOST_WindowWin32.h b/intern/ghost/intern/GHOST_WindowWin32.h
index 71c97091189..d2d251fa2f2 100644
--- a/intern/ghost/intern/GHOST_WindowWin32.h
+++ b/intern/ghost/intern/GHOST_WindowWin32.h
@@ -570,7 +570,7 @@ class GHOST_WindowWin32 : public GHOST_Window {
GHOST_WIN32_WTEnable enable;
GHOST_WIN32_WTOverlap overlap;
- /** Stores the Tablet context if detected Tablet features using WinTab.dll */
+ /** Stores the Tablet context if detected Tablet features using `WinTab.dll` */
HCTX tablet;
LONG maxPressure;
LONG maxAzimuth, maxAltitude;
diff --git a/source/blender/blenfont/intern/blf_dir.c b/source/blender/blenfont/intern/blf_dir.c
index 4fa915826b3..9520e971148 100644
--- a/source/blender/blenfont/intern/blf_dir.c
+++ b/source/blender/blenfont/intern/blf_dir.c
@@ -151,8 +151,9 @@ char *blf_dir_search(const char *file)
return s;
}
-/* Some font have additional file with metrics information,
- * in general, the extension of the file is: .afm or .pfm
+/**
+ * Some font have additional file with metrics information,
+ * in general, the extension of the file is: `.afm` or `.pfm`
*/
char *blf_dir_metrics_search(const char *filename)
{
diff --git a/source/blender/blenlib/intern/uvproject.c b/source/blender/blenlib/intern/uvproject.c
index 00fef29587c..329c4d48fe8 100644
--- a/source/blender/blenlib/intern/uvproject.c
+++ b/source/blender/blenlib/intern/uvproject.c
@@ -132,8 +132,8 @@ void BLI_uvproject_from_view(float target[2],
target[1] = (y + target[1]) / winy;
}
-/* 'rotmat' can be obedit->obmat when uv project is used.
- * 'winx' and 'winy' can be from scene->r.xsch/ysch */
+/* 'rotmat' can be `obedit->obmat` when uv project is used.
+ * 'winx' and 'winy' can be from `scene->r.xsch/ysch` */
ProjCameraInfo *BLI_uvproject_camera_info(Object *ob, float (*rotmat)[4], float winx, float winy)
{
ProjCameraInfo uci;
diff --git a/source/blender/bmesh/intern/bmesh_marking.c b/source/blender/bmesh/intern/bmesh_marking.c
index 4fe6e6aee58..9cd1a2fd4ec 100644
--- a/source/blender/bmesh/intern/bmesh_marking.c
+++ b/source/blender/bmesh/intern/bmesh_marking.c
@@ -888,7 +888,7 @@ void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
sub_v3_v3v3(r_plane, vec, eve->co);
}
else {
- /* make a fake plane that's at rightangles to the normal
+ /* make a fake plane that's at right-angles to the normal
* we can't make a crossvec from a vec that's the same as the vec
* unlikely but possible, so make sure if the normal is (0, 0, 1)
* that vec isn't the same or in the same direction even. */
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 91214f6c437..33d45d61d42 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -274,7 +274,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
float user_overblur = scene_eval->eevee.bokeh_overblur / 100.0f;
effects->dof_coc_params[1] *= minimal_overblur + user_overblur;
- /* Avoid dilating the shape. Overblur only soften. */
+ /* Avoid dilating the shape. Over-blur only soften. */
effects->dof_jitter_radius -= effects->dof_coc_params[1];
}
}
@@ -536,7 +536,7 @@ static void dof_dilate_tiles_pass_draw(EEVEE_FramebufferList *fbl,
}
/**
- * Create mipmaped color & COC textures for gather passes.
+ * Create mipmapped color & COC textures for gather passes.
**/
static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
@@ -820,7 +820,7 @@ static void dof_filter_pass_init(EEVEE_FramebufferList *fbl,
}
/**
- * Do the Scatter convolution. A sprite is emited for every 4 pixels but is only expanded if the
+ * Do the Scatter convolution. A sprite is emitted for every 4 pixels but is only expanded if the
* pixels are bright enough to be scattered.
**/
static void dof_scatter_pass_init(EEVEE_FramebufferList *fbl,
@@ -1028,11 +1028,11 @@ void EEVEE_depth_of_field_draw(EEVEE_Data *vedata)
}
{
- /* Holefill convolution. */
+ /* Hole-fill convolution. */
GPU_framebuffer_bind(fbl->dof_gather_fg_holefill_fb);
DRW_draw_pass(psl->dof_gather_fg_holefill);
- /* NOTE: do not filter the holefill pass as we use it as out filter input buffer. */
+ /* NOTE: do not filter the hole-fill pass as we use it as out filter input buffer. */
}
GPU_framebuffer_bind(fx->target_buffer);
diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c
index 9dec551e4b9..1ed0ecf5cd4 100644
--- a/source/blender/draw/engines/eevee/eevee_renderpasses.c
+++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c
@@ -442,7 +442,7 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects = stl->effects;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- /* We can only draw a single renderpass. Lightpasses also select their color pass
+ /* We can only draw a single render-pass. Light-passes also select their color pass
* (a second pass). We mask the light pass when a light pass is selected. */
const eViewLayerEEVEEPassType render_pass =
((stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) != 0) ?
diff --git a/source/blender/editors/animation/keyframes_edit.c b/source/blender/editors/animation/keyframes_edit.c
index d5260cac0c9..636f0d3cbea 100644
--- a/source/blender/editors/animation/keyframes_edit.c
+++ b/source/blender/editors/animation/keyframes_edit.c
@@ -86,7 +86,7 @@ short ANIM_fcurve_keyframes_loop(KeyframeEditData *ked,
return 0;
}
- /* set the F-Curve into the editdata so that it can be accessed */
+ /* Set the F-Curve into the edit-data so that it can be accessed. */
if (ked) {
ked->fcu = fcu;
ked->curIndex = 0;
diff --git a/source/blender/editors/armature/pose_select.c b/source/blender/editors/armature/pose_select.c
index 6a03207b3b0..a3f97000509 100644
--- a/source/blender/editors/armature/pose_select.c
+++ b/source/blender/editors/armature/pose_select.c
@@ -138,8 +138,10 @@ void ED_pose_bone_select(Object *ob, bPoseChannel *pchan, bool select)
}
}
-/* called from editview.c, for mode-less pose selection */
-/* assumes scene obact and basact is still on old situation */
+/**
+ * Called for mode-less pose selection.
+ * assumes the active object is still on old situation.
+ */
bool ED_armature_pose_select_pick_with_buffer(ViewLayer *view_layer,
View3D *v3d,
Base *base,
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c
index 373d82883d1..2057738221b 100644
--- a/source/blender/editors/mesh/editmesh_loopcut.c
+++ b/source/blender/editors/mesh/editmesh_loopcut.c
@@ -189,8 +189,8 @@ static void ringsel_finish(bContext *C, wmOperator *op)
const int seltype = is_edge_wire ? SUBDIV_SELECT_INNER :
is_single ? SUBDIV_SELECT_NONE : SUBDIV_SELECT_LOOPCUT;
- /* Enable gridfill, so that intersecting loopcut works as one would expect.
- * Note though that it will break edgeslide in this specific case.
+ /* Enable grid-fill, so that intersecting loop-cut works as one would expect.
+ * Note though that it will break edge-slide in this specific case.
* See T31939. */
BM_mesh_esubdivide(em->bm,
BM_ELEM_SELECT,
diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc
index f85d29f99d5..aaceadcc011 100644
--- a/source/blender/editors/space_node/node_draw.cc
+++ b/source/blender/editors/space_node/node_draw.cc
@@ -477,7 +477,7 @@ static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
if (node->typeinfo->draw_buttons && (node->flag & NODE_OPTIONS)) {
dy -= NODE_DYS / 2;
- /* set this for uifunc() that don't use layout engine yet */
+ /* Set this for `uifunc()` that don't use layout engine yet. */
node->butr.xmin = 0;
node->butr.xmax = NODE_WIDTH(node) - 2 * NODE_DYS;
node->butr.ymin = 0;
@@ -2029,8 +2029,8 @@ void node_draw_space(const bContext *C, ARegion *region)
GPU_depth_test(GPU_DEPTH_NONE);
GPU_scissor_test(true);
- /* XXX snode->runtime->cursor set in coordspace for placing new nodes, used for drawing noodles
- * too */
+ /* XXX `snode->runtime->cursor` set in coordinate-space for placing new nodes,
+ * used for drawing noodles too. */
UI_view2d_region_to_view(&region->v2d,
win->eventstate->x - region->winrct.xmin,
win->eventstate->y - region->winrct.ymin,
diff --git a/source/blender/editors/space_outliner/outliner_dragdrop.c b/source/blender/editors/space_outliner/outliner_dragdrop.c
index 5ae94cf2e64..6df1e449b97 100644
--- a/source/blender/editors/space_outliner/outliner_dragdrop.c
+++ b/source/blender/editors/space_outliner/outliner_dragdrop.c
@@ -1483,7 +1483,7 @@ static int outliner_item_drag_drop_invoke(bContext *C,
/* Outliner drag and drop. This operator mostly exists to support dragging
* from outliner text instead of only from the icon, and also to show a
- * hint in the statusbar keymap. */
+ * hint in the status-bar key-map. */
void OUTLINER_OT_item_drag_drop(wmOperatorType *ot)
{
diff --git a/source/blender/editors/transform/transform_convert_armature.c b/source/blender/editors/transform/transform_convert_armature.c
index 71b9e11b51f..a4edf51ffee 100644
--- a/source/blender/editors/transform/transform_convert_armature.c
+++ b/source/blender/editors/transform/transform_convert_armature.c
@@ -672,7 +672,7 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
}
}
- /* for axismat we use bone's own transform */
+ /* For `axismtx` we use bone's own transform. */
copy_m3_m4(pmat, pchan->pose_mat);
mul_m3_m3m3(td->axismtx, omat, pmat);
normalize_m3(td->axismtx);
@@ -1341,7 +1341,7 @@ static void pose_transform_mirror_update(TransInfo *t, TransDataContainer *tc, O
}
BKE_pchan_apply_mat4(pchan, pchan_mtx_final, false);
- /* Set flag to let autokeyframe know to keyframe the mirrred bone. */
+ /* Set flag to let auto key-frame know to key-frame the mirrored bone. */
pchan->bone->flag |= BONE_TRANSFORM_MIRROR;
/* In this case we can do target-less IK grabbing. */
diff --git a/source/blender/editors/transform/transform_gizmo_extrude_3d.c b/source/blender/editors/transform/transform_gizmo_extrude_3d.c
index ae7cda0bd03..63c8efdd475 100644
--- a/source/blender/editors/transform/transform_gizmo_extrude_3d.c
+++ b/source/blender/editors/transform/transform_gizmo_extrude_3d.c
@@ -151,7 +151,7 @@ static void gizmo_mesh_extrude_setup(const bContext *C, wmGizmoGroup *gzgroup)
{
const char *op_idname = NULL;
- /* grease pencil does not use obedit */
+ /* Grease pencil does not use `obedit`. */
/* GPXX: Remove if OB_MODE_EDIT_GPENCIL is merged with OB_MODE_EDIT */
const Object *obact = CTX_data_active_object(C);
if (obact->type == OB_GPENCIL) {
diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc
index 4ccb28fedbd..24cdea74347 100644
--- a/source/blender/gpu/intern/gpu_matrix.cc
+++ b/source/blender/gpu/intern/gpu_matrix.cc
@@ -732,7 +732,7 @@ float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float di
#else
static float depth_fac = 0.0f;
if (depth_fac == 0.0f) {
- /* Hardcode for 24 bit precision. */
+ /* Hard-code for 24 bit precision. */
int depthbits = 24;
depth_fac = 1.0f / (float)((1 << depthbits) - 1);
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
index 942be84caae..aec58544111 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.hh
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -60,7 +60,7 @@ class ShaderInterface {
uint attr_len_ = 0;
uint ubo_len_ = 0;
uint uniform_len_ = 0;
- /** Enabled bindpoints that needs to be fed with data. */
+ /** Enabled bind-points that needs to be fed with data. */
uint16_t enabled_attr_mask_ = 0;
uint16_t enabled_ubo_mask_ = 0;
uint8_t enabled_ima_mask_ = 0;
diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc
index ef38e964c7b..51cfcd20a6c 100644
--- a/source/blender/gpu/opengl/gl_texture.cc
+++ b/source/blender/gpu/opengl/gl_texture.cc
@@ -297,15 +297,15 @@ void GLTexture::update_sub(
void GLTexture::generate_mipmap()
{
this->ensure_mipmaps(9999);
- /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
+ /* Some drivers have bugs when using #glGenerateMipmap with depth textures (see T56789).
* In this case we just create a complete texture with mipmaps manually without
* down-sampling. You must initialize the texture levels using other methods like
- * GPU_framebuffer_recursive_downsample(). */
+ * #GPU_framebuffer_recursive_downsample(). */
if (format_flag_ & GPU_FORMAT_DEPTH) {
return;
}
- /* Downsample from mip 0 using implementation. */
+ /* Down-sample from mip 0 using implementation. */
if (GLContext::direct_state_access_support) {
glGenerateTextureMipmap(tex_id_);
}
diff --git a/source/blender/makesdna/DNA_color_types.h b/source/blender/makesdna/DNA_color_types.h
index bcebbf32ebd..e4f6a1eea41 100644
--- a/source/blender/makesdna/DNA_color_types.h
+++ b/source/blender/makesdna/DNA_color_types.h
@@ -196,7 +196,7 @@ typedef struct ColorManagedViewSettings {
char look[64];
/** View transform which is being applied when displaying buffer on the screen. */
char view_transform[64];
- /** Fstop exposure. */
+ /** F-stop exposure. */
float exposure;
/** Post-display gamma transform. */
float gamma;