diff options
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 15 | ||||
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_edit.c | 2 | ||||
-rw-r--r-- | source/blender/sequencer/intern/strip_add.c | 9 |
3 files changed, 12 insertions, 14 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index 888e232ce45..b3c39e2fa6f 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -329,10 +329,10 @@ static void draw_seq_waveform_overlay(View2D *v2d, { if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) { /* Make sure that the start drawing position is aligned to the pixels on the screen to avoid - * flickering whem moving around the strip. + * flickering when moving around the strip. * To do this we figure out the fractional offset in pixel space by checking where the * window starts. - * We then append this pixel offset to our strip start coordiate to ensure we are aligned to + * We then append this pixel offset to our strip start coordinate to ensure we are aligned to * the screen pixel grid. */ float pixel_frac = v2d->cur.xmin / frames_per_pixel - floor(v2d->cur.xmin / frames_per_pixel); float x1_adj = clamp_frame_coord_to_pixel(x1, pixel_frac, frames_per_pixel); @@ -386,7 +386,7 @@ static void draw_seq_waveform_overlay(View2D *v2d, /* The y coordinate for the middle of the strip. */ float y_mid = (y1 + y2) / 2.0f; - /* The lenght from the middle of the strip to the top/bottom. */ + /* The length from the middle of the strip to the top/bottom. */ float y_scale = (y2 - y1) / 2.0f; float volume = seq->volume; @@ -403,9 +403,9 @@ static void draw_seq_waveform_overlay(View2D *v2d, if (strip_start_offset != 0) { /* If start offset is not zero, we need to make sure that we pick the same start sample as if - * we simply scrolled the start of the strip offscreen. Otherwise we will get flickering when - * changing start offset as the pixel alignment will not be the same for the drawn samples. - */ + * we simply scrolled the start of the strip off-screen. Otherwise we will get flickering + * when changing start offset as the pixel alignment will not be the same for the drawn + * samples. */ strip_start_offset = clamp_frame_coord_to_pixel( x1 - strip_start_offset, pixel_frac, frames_per_pixel); start_sample = fabsf(strip_start_offset - x1_adj) * samples_per_frame; @@ -470,8 +470,7 @@ static void draw_seq_waveform_overlay(View2D *v2d, if (was_line_strip != -1 && is_line_strip != was_line_strip) { /* If the previously added strip type isn't the same as the current one, - * add transision areas so they transistion smoothly between each other. - */ + * add transition areas so they transition smoothly between each other. */ if (is_line_strip) { /* This will be a line strip, end the tri strip. */ tri_strip_iter->pos[0] = x1_offset + i * frames_per_pixel; diff --git a/source/blender/editors/space_sequencer/sequencer_edit.c b/source/blender/editors/space_sequencer/sequencer_edit.c index 4b26469aad3..afad8999e88 100644 --- a/source/blender/editors/space_sequencer/sequencer_edit.c +++ b/source/blender/editors/space_sequencer/sequencer_edit.c @@ -2943,7 +2943,7 @@ static int seq_cmp_time_startdisp_channel(const void *a, const void *b) int seq_a_start = SEQ_transform_get_left_handle_frame(seq_a); int seq_b_start = SEQ_transform_get_left_handle_frame(seq_b); - /** If strips have the same start frame favor the one with a higher channel. **/ + /* If strips have the same start frame favor the one with a higher channel. */ if (seq_a_start == seq_b_start) { return seq_a->machine > seq_b->machine; } diff --git a/source/blender/sequencer/intern/strip_add.c b/source/blender/sequencer/intern/strip_add.c index 27e92550bbb..7b383bcb330 100644 --- a/source/blender/sequencer/intern/strip_add.c +++ b/source/blender/sequencer/intern/strip_add.c @@ -426,12 +426,11 @@ Sequence *SEQ_add_sound_strip(Main *bmain, seq->sound = sound; seq->scene_sound = NULL; - /* We round the frame duration as the audio sample lenghts usually does not + /* We round the frame duration as the audio sample lengths usually does not * line up with the video frames. Therefore we round this number to the - * nearsest frame as the audio track usually overshoots or undershoots the - * end frame ofthe video by a little bit. - * See T47135 for under shoot example. - */ + * nearest frame as the audio track usually overshoots or undershoots the + * end frame of the video by a little bit. + * See T47135 for under shoot example. */ seq->len = MAX2(1, round((info.length - sound->offset_time) * FPS)); Strip *strip = seq->strip; |