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Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_image_proj.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_image_proj.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c
index 75f1e63ebb3..37af1fb6cda 100644
--- a/source/blender/editors/sculpt_paint/paint_image_proj.c
+++ b/source/blender/editors/sculpt_paint/paint_image_proj.c
@@ -467,7 +467,7 @@ typedef struct ProjPixel {
/* Only used when the airbrush is disabled.
* Store the max mask value to avoid painting over an area with a lower opacity
* with an advantage that we can avoid touching the pixel at all, if the
- * new mask value is lower then mask_accum */
+ * new mask value is lower than mask_accum */
ushort *mask_accum;
/* horrible hack, store tile valid flag pointer here to re-validate tiles
@@ -2254,7 +2254,7 @@ static bool project_bucket_isect_circle(const float cent[2],
/* Would normally to a simple intersection test,
* however we know the bounds of these 2 already intersect so we only need to test
* if the center is inside the vertical or horizontal bounds on either axis,
- * this is even less work then an intersection test.
+ * this is even less work than an intersection test.
*/
#if 0
if (BLI_rctf_isect_pt_v(bucket_bounds, cent)) {
@@ -2660,7 +2660,7 @@ static void project_bucket_clip_face(const bool is_ortho,
*
* There are a number of ways this could be done, currently it just collects all
* intersecting verts, and line intersections, then sorts them clockwise, this is
- * a lot easier then evaluating the geometry to do a correct clipping on both shapes.
+ * a lot easier than evaluating the geometry to do a correct clipping on both shapes.
*/
/* Add a bunch of points, we know must make up the convex hull
@@ -2765,7 +2765,7 @@ static void project_bucket_clip_face(const bool is_ortho,
/* Collect angles for every point around the center point */
-#if 0 /* uses a few more cycles then the above loop */
+#if 0 /* uses a few more cycles than the above loop */
for (int i = 0; i < (*tot); i++) {
isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
}
@@ -3248,7 +3248,7 @@ static void project_paint_face_init(const ProjPaintState *ps,
vCoSS[1] = ps->screenCoords[lt_vtri[1]];
vCoSS[2] = ps->screenCoords[lt_vtri[2]];
- /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
+ /* PROJ_FACE_SCALE_SEAM must be slightly less than 1.0f */
if (is_ortho) {
scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
}
@@ -4895,7 +4895,7 @@ static void do_projectpaint_soften_f(ProjPaintState *ps,
BlurKernel *kernel = ps->blurkernel;
float *rgba = projPixel->newColor.f;
- /* rather then painting, accumulate surrounding colors */
+ /* rather than painting, accumulate surrounding colors */
zero_v4(rgba);
for (yk = 0; yk < kernel->side; yk++) {
@@ -4956,7 +4956,7 @@ static void do_projectpaint_soften(ProjPaintState *ps,
/* convert to byte after */
float rgba[4];
- /* rather then painting, accumulate surrounding colors */
+ /* rather than painting, accumulate surrounding colors */
zero_v4(rgba);
for (yk = 0; yk < kernel->side; yk++) {
@@ -6285,7 +6285,7 @@ static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op)
array += sizeof(rv3d->viewmat) / sizeof(float);
is_ortho = ED_view3d_clip_range_get(depsgraph, v3d, rv3d, &array[0], &array[1], true);
/* using float for a bool is dodgy but since its an extra member in the array...
- * easier then adding a single bool prop */
+ * easier than adding a single bool prop */
array[2] = is_ortho ? 1.0f : 0.0f;
IDP_AddToGroup(idgroup, view_data);