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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.c10
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 */