diff options
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/blenkernel/BKE_armature.h | 4 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_geometry_set.hh | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h index aaf6c540878..fcba7d9d365 100644 --- a/source/blender/blenkernel/BKE_armature.h +++ b/source/blender/blenkernel/BKE_armature.h @@ -401,8 +401,8 @@ void BKE_bone_parent_transform_apply(const struct BoneParentTransform *bpt, * * Construct the matrices (rot/scale and loc) * to apply the PoseChannels into the armature (object) space. - * I.e. (roughly) the "pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)" in the - * pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) + * I.e. (roughly) the `pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)` in the + * `pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)` * ...function. * * This allows to get the transformations of a bone in its object space, diff --git a/source/blender/blenkernel/BKE_geometry_set.hh b/source/blender/blenkernel/BKE_geometry_set.hh index 1399da0219c..7d33cb81f0f 100644 --- a/source/blender/blenkernel/BKE_geometry_set.hh +++ b/source/blender/blenkernel/BKE_geometry_set.hh @@ -264,7 +264,7 @@ inline constexpr bool is_geometry_component_v = std::is_base_of_v<GeometryCompon * individual components might be shared between multiple geometries and other code. Shared * components are copied automatically when write access is requested. * - * The components usually do not store data by themself, but keep a reference to a data structure + * The components usually do not store data by them self, but keep a reference to a data structure * defined elsewhere in Blender. There is at most one component of each type: * - #MeshComponent * - #CurveComponent @@ -559,7 +559,7 @@ class MeshComponent : public GeometryComponent { * A geometry component that stores a point cloud, corresponding to the #PointCloud data structure. * While a point cloud is technically a subset of a mesh in some respects, it is useful because of * its simplicity, partly on a conceptual level for the user, but also in the code, though partly - * for historical reasons. Pointclouds can also be rendered in special ways, based on the built-in + * for historical reasons. Point-clouds can also be rendered in special ways, based on the built-in * `radius` attribute. * * Attributes on point clouds are all stored in contiguous arrays in its #CustomData, |