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Diffstat (limited to 'source/blender/freestyle/intern/scene_graph')
-rw-r--r--source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h16
-rw-r--r--source/blender/freestyle/intern/scene_graph/NodeGroup.h2
-rw-r--r--source/blender/freestyle/intern/scene_graph/NodeTransform.h4
3 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h b/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h
index 5163a0af07e..d70794d9b78 100644
--- a/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h
+++ b/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h
@@ -42,7 +42,7 @@ class IndexedFaceSet : public Rep {
};
/*! User-specified face and edge marks for feature edge detection */
- /* XXX Why in hel not use an enum here too? */
+ /* XXX Why in hell not use an enum here too? */
typedef unsigned char FaceEdgeMark;
static const FaceEdgeMark FACE_MARK = 1 << 0;
static const FaceEdgeMark EDGE_MARK_V1V2 = 1 << 1;
@@ -55,12 +55,12 @@ class IndexedFaceSet : public Rep {
/*! Builds an indexed face set
* iVertices
* The array of object vertices 3D coordinates (for all faces).
- * If iCopy != 0, the array is copied; you must desallocate iVertices. Else you must not.
+ * If iCopy != 0, the array is copied; you must deallocate iVertices. Else you must not.
* iVSize
* The size of iVertices (must be a multiple of 3)
* iNormals
* The array of object normals 3D coordinates.
- * If iCopy != 0, the array is copied; you must desallocate iNormals. Else you must not.
+ * If iCopy != 0, the array is copied; you must deallocate iNormals. Else you must not.
* iNSize
* The size of iNormals
* iMaterials
@@ -81,17 +81,17 @@ class IndexedFaceSet : public Rep {
* - TRIANGLE_STRIP: the face indices describe a triangle strip
* - TRIANGLE_FAN : the face indices describe a triangle fan
* - TRIANGLES : the face indices describe single triangles
- * If iCopy != 0, the array is copied; you must desallocate iFaceStyle. Else you must not.
+ * If iCopy != 0, the array is copied; you must deallocate iFaceStyle. Else you must not.
* iVIndices,
* Array of vertices indices.
* The integers contained in this array must be multiple of 3.
- * If iCopy != 0, the array is copied; you must desallocate iVIndices. Else you must not.
+ * If iCopy != 0, the array is copied; you must deallocate iVIndices. Else you must not.
* iVISize
* The size of iVIndices.
* iNIndices
* Array of normals indices.
* The integers contained in this array must be multiple of 3.
- * If iCopy != 0, the array is copied; you must desallocate iNIndices. Else you must not.
+ * If iCopy != 0, the array is copied; you must deallocate iNIndices. Else you must not.
* iNISize
* The size of iNIndices
* iMIndices
@@ -167,8 +167,8 @@ class IndexedFaceSet : public Rep {
return *this;
}
- /*! Desctructor
- * desallocates all the resources
+ /*! Destructor
+ * deallocates all the resources
*/
virtual ~IndexedFaceSet();
diff --git a/source/blender/freestyle/intern/scene_graph/NodeGroup.h b/source/blender/freestyle/intern/scene_graph/NodeGroup.h
index f40deb13a3e..5ef16255e46 100644
--- a/source/blender/freestyle/intern/scene_graph/NodeGroup.h
+++ b/source/blender/freestyle/intern/scene_graph/NodeGroup.h
@@ -54,7 +54,7 @@ class NodeGroup : public Node {
/*! Detaches all the children */
virtual void DetachChildren();
- /*! Detached the sepcified child */
+ /*! Detached the specified child */
virtual void DetachChild(Node *iChild);
/*! Retrieve children */
diff --git a/source/blender/freestyle/intern/scene_graph/NodeTransform.h b/source/blender/freestyle/intern/scene_graph/NodeTransform.h
index c816d30c03b..ddae714f9d4 100644
--- a/source/blender/freestyle/intern/scene_graph/NodeTransform.h
+++ b/source/blender/freestyle/intern/scene_graph/NodeTransform.h
@@ -45,10 +45,10 @@ class NodeTransform : public NodeGroup {
{
}
- /*! multiplys the current matrix by the x, y, z translation matrix. */
+ /*! multiplies the current matrix by the x, y, z translation matrix. */
void Translate(real x, real y, real z);
- /*! multiplys the current matrix by a rotation matrix
+ /*! multiplis the current matrix by a rotation matrix
* iAngle
* The rotation angle
* x, y, z