diff options
Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_image_proj.c')
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_image_proj.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index 889c1f31362..81a44317735 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -566,7 +566,7 @@ static float VecZDepthPersp( } else /* dummy values for zero area face */ w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f; - /* done mimicing barycentric_weights_v2() */ + /* done mimicking barycentric_weights_v2() */ return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]); } @@ -1690,7 +1690,7 @@ static ProjPixel *project_paint_uvpixel_init( if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0; else projPixel->pixel.ch_pt[0] = 0; #endif - /* pointer arithmetics */ + /* pointer arithmetic */ projPixel->image_index = projima - ps->projImages; return projPixel; @@ -2582,7 +2582,7 @@ static void project_paint_face_init( v2coSS = ps->screenCoords[lt_vtri[1]]; v3coSS = ps->screenCoords[lt_vtri[2]]; - /* This funtion gives is a concave polyline in UV space from the clipped tri*/ + /* This function gives is a concave polyline in UV space from the clipped tri*/ project_bucket_clip_face( is_ortho, is_flip_object, clip_rect, bucket_bounds, @@ -2627,7 +2627,7 @@ static void project_paint_face_init( //uv[0] = (((float)x) + 0.5f) / ibuf->x; uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */ - /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work, + /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesn't work, * could check the poly direction but better to do this */ if ((do_backfacecull == true && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) || (do_backfacecull == false && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot))) @@ -2720,7 +2720,7 @@ static void project_paint_face_init( /* Now create new UV's for the seam face */ float (*outset_uv)[2] = ps->faceSeamUVs[tri_index]; - float insetCos[3][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */ + float insetCos[3][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in perspective view */ const float *vCoSS[3]; /* vertex screenspace coords */ |