diff options
Diffstat (limited to 'source')
62 files changed, 97 insertions, 97 deletions
diff --git a/source/blender/blenkernel/intern/suggestions.c b/source/blender/blenkernel/intern/suggestions.c index 043fc813b95..2e48599a113 100644 --- a/source/blender/blenkernel/intern/suggestions.c +++ b/source/blender/blenkernel/intern/suggestions.c @@ -246,12 +246,12 @@ void texttool_docs_show(const char *docs) /* Ensure documentation ends with a '\n' */ if (docs[len - 1] != '\n') { documentation = MEM_mallocN(len + 2, "Documentation"); - BLI_strncpy(documentation, docs, len); + memcpy(documentation, docs, len); documentation[len++] = '\n'; } else { documentation = MEM_mallocN(len + 1, "Documentation"); - BLI_strncpy(documentation, docs, len); + memcpy(documentation, docs, len); } documentation[len] = '\0'; } diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c index d7928a613be..2e3fdf37bdb 100644 --- a/source/blender/draw/engines/basic/basic_engine.c +++ b/source/blender/draw/engines/basic/basic_engine.c @@ -148,7 +148,7 @@ static void basic_cache_populate(void *vedata, Object *ob) DRW_object_axis_orthogonal_to_view(ob, flat_axis); if (is_flat_object_viewed_from_side) { - /* Avoid loosing flat objects when in ortho views (see T56549) */ + /* Avoid losing flat objects when in ortho views (see T56549) */ struct GPUBatch *geom = DRW_cache_object_wire_outline_get(ob); DRW_shgroup_call_object_add(stl->g_data->depth_shgrp, geom, ob); return; diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index cb54ad3a164..e51fb2fd1d7 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -95,7 +95,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v const float *viewport_size = DRW_viewport_size_get(); Camera *cam = (Camera *)camera->data; - /* Retreive Near and Far distance */ + /* Retrieve Near and Far distance */ effects->dof_near_far[0] = -cam->clipsta; effects->dof_near_far[1] = -cam->clipend; diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 0a93db1453d..bb3938fe2c3 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -220,7 +220,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object } /** - * Compute Mipmap texel alignement. + * Compute Mipmap texel alignment. */ for (int i = 0; i < 10; ++i) { int mip_size[2]; diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index a5661581a1a..c5531ba96ef 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -323,7 +323,7 @@ static void eevee_draw_background(void *vedata) GPU_framebuffer_bind(dfbl->default_fb); DRW_transform_to_display(stl->effects->final_tx, use_view_settings); - /* Debug : Ouput buffer to view. */ + /* Debug : Output buffer to view. */ switch (G.debug_value) { case 1: if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer, use_view_settings); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 5ac2257e01a..d399e48c298 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -469,7 +469,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake) * by the DRW mutex. */ lbake->lcache = eevee->light_cache; - /* TODO validate irradiance and reflection cache independantly... */ + /* TODO validate irradiance and reflection cache independently... */ if (lbake->lcache != NULL && !EEVEE_lightcache_validate(lbake->lcache, lbake->cube_len, lbake->ref_cube_res, lbake->grid_len, lbake->irr_size)) { @@ -720,7 +720,7 @@ static void eevee_lightbake_render_world_sample(void *ved, void *user_data) Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph); LightCache *lcache = scene_eval->eevee.light_cache; - /* TODO do this once for the whole bake when we have independant DRWManagers. */ + /* TODO do this once for the whole bake when we have independent DRWManagers. */ eevee_lightbake_cache_create(vedata, lbake); EEVEE_lightbake_render_world(sldata, vedata, lbake->rt_fb); @@ -826,7 +826,7 @@ static void eevee_lightbake_render_grid_sample(void *ved, void *user_data) /* Use the previous bounce for rendering this bounce. */ SWAP(GPUTexture *, lbake->grid_prev, lcache->grid_tx.tex); - /* TODO do this once for the whole bake when we have independant DRWManagers. + /* TODO do this once for the whole bake when we have independent DRWManagers. * Warning: Some of the things above require this. */ eevee_lightbake_cache_create(vedata, lbake); @@ -892,7 +892,7 @@ static void eevee_lightbake_render_probe_sample(void *ved, void *user_data) EEVEE_LightProbe *eprobe = lbake->cube; LightProbe *prb = *lbake->probe; - /* TODO do this once for the whole bake when we have independant DRWManagers. */ + /* TODO do this once for the whole bake when we have independent DRWManagers. */ eevee_lightbake_cache_create(vedata, lbake); /* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */ diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 87f90f37913..d318dea518c 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -357,7 +357,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } } -/* Only init the passes usefull for rendering the light cache. */ +/* Only init the passes useful for rendering the light cache. */ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPUTexture *rt_color, GPUTexture *rt_depth) { EEVEE_PassList *psl = vedata->psl; @@ -480,7 +480,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat case GPU_MAT_SUCCESS: grp = DRW_shgroup_material_create(gpumat, psl->probe_background); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); - /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + /* TODO (fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); @@ -519,7 +519,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); DRW_shgroup_uniform_float_copy(grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f); - /* TODO (fclem) get rid of thoses UBO. */ + /* TODO (fclem) get rid of those UBO. */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); } @@ -538,7 +538,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex); DRW_shgroup_uniform_float_copy(shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f); - /* TODO (fclem) get rid of thoses UBO. */ + /* TODO (fclem) get rid of those UBO. */ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo); @@ -907,7 +907,7 @@ static void render_cubemap( /* 1 - Render to each cubeface individually. * We do this instead of using geometry shader because a) it's faster, - * b) it's easier than fixing the nodetree shaders (for view dependant effects). */ + * b) it's easier than fixing the nodetree shaders (for view dependent effects). */ for (int i = 0; i < 6; ++i) { /* Setup custom matrices */ mul_m4_m4m4(matstate.viewmat, cubefacemat[i], posmat); diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index b8a7789fb46..a458be040fc 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -649,7 +649,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) 80.0f; /* XXX : Empirical, Fit cycles power */ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { evli->lamptype = LAMPTYPE_AREA_ELLIPSE; - /* Scale power to account for the lower area of the ellipse compared to the surrouding rectangle. */ + /* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */ power *= 4.0f / M_PI; } } @@ -1112,7 +1112,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl) /* Render shadow cube */ /* Render 6 faces separately: seems to be faster for the general case. * The only time it's more beneficial is when the CPU culling overhead - * outweight the instancing overhead. which is rarelly the case. */ + * outweigh the instancing overhead. which is rarely the case. */ for (int j = 0; j < 6; j++) { /* TODO optimize */ float tmp[4][4]; @@ -1219,7 +1219,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl) /* Render shadow cascades */ /* Render cascade separately: seems to be faster for the general case. * The only time it's more beneficial is when the CPU culling overhead - * outweight the instancing overhead. which is rarelly the case. */ + * outweigh the instancing overhead. which is rarely the case. */ for (int j = 0; j < la->cascade_count; j++) { copy_m4_m4(winmat, evscd->projmat[j]); copy_m4_m4(persmat, evscd->viewprojmat[j]); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 6ec20b2d7c5..2d27bb8e705 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -972,7 +972,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) case GPU_MAT_SUCCESS: grp = DRW_shgroup_material_create(gpumat, psl->background_pass); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); - /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + /* TODO (fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index 08745850bd4..d2309d20abb 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -71,7 +71,7 @@ static void eevee_motion_blur_camera_get_matrix_at_time( /* Past matrix */ /* FIXME : This is a temporal solution that does not take care of parent animations */ - /* Recalc Anim manualy */ + /* Recalc Anim manually */ BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL); BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL); BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 14b3e8a5540..62db134a117 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -431,7 +431,7 @@ typedef struct EEVEE_LampsInfo { struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE]; /* Lights tracking */ int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */ - struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */ + struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */ /* Pointers only. */ struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer; struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer; diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 46229c2dc9b..13bedc34e05 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -210,12 +210,12 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v * * Following Frostbite stochastic SSR. * - * - First pass Trace rays accross the depth buffer. The hit position and pdf are + * - First pass Trace rays across the depth buffer. The hit position and pdf are * recorded in a RGBA16F render target for each ray (sample). * * - We downsample the previous frame color buffer. * - * - For each final pixel, we gather neighboors rays and choose a color buffer + * - For each final pixel, we gather neighbors rays and choose a color buffer * mipmap for each ray using its pdf. (filtered importance sampling) * We then evaluate the lighting from the probes and mix the results together. */ diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index cccd51bbaa0..256838609a6 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -397,7 +397,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (grp) { DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + /* TODO (fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); @@ -483,7 +483,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize); - /* TODO(fclem) remove thoses "unecessary" UBOs */ + /* TODO(fclem) remove those "unnecessary" UBOs */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 286f00783d9..1bd9410314b 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -598,7 +598,7 @@ float G1_Smith_GGX(float NX, float a2) /* Using Brian Karis approach and refactoring by NX/NX * this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV * Rcp is done on the whole G later - * Note that this is not convenient for the transmition formula */ + * Note that this is not convenient for the transmission formula */ return NX + sqrt(NX * (NX - NX * a2) + a2); /* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */ } @@ -626,7 +626,7 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum) accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a)); } -/* ----------- Cone Apperture Approximation --------- */ +/* ----------- Cone Aperture Approximation --------- */ /* Return a fitted cone angle given the input roughness */ float cone_cosine(float r) diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index e9f05cfe0ff..edfd0f307e9 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -29,7 +29,7 @@ uniform sampler2D depthBuffer; #define minmax4(a, b, c, d) max(max(max(a, b), c), d) #endif -/* On some AMD card / driver conbination, it is needed otherwise, +/* On some AMD card / driver combination, it is needed otherwise, * the shader does not write anything. */ #if defined(GPU_INTEL) || defined(GPU_ATI) out vec4 fragColor; diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index 7281eb4cf2d..b1a94fa4379 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -223,7 +223,7 @@ float light_visibility(LightData ld, vec3 W, vec3 ray_ori = viewPosition; float bias = 0.5; /* Constant Bias */ - bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependant bias */ + bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependent bias */ bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset; vec3 nor_bias = viewNormal * bias; diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index c31fa166634..d19773aec05 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -249,7 +249,7 @@ void CLOSURE_NAME( /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */ /* ---------------------------------------------------------------- */ - /* Accumulate incomming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ + /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ #ifdef CLOSURE_GLOSSY vec4 spec_accum = vec4(0.0); #endif @@ -409,7 +409,7 @@ void CLOSURE_NAME( vec2 uv = lut_coords(NV, roughness); vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; - /* This factor is outputed to be used by SSR in order + /* This factor is outputted to be used by SSR in order * to match the intensity of the regular reflections. */ ssr_spec = F_ibl(f0, brdf_lut); float spec_occlu = specular_occlusion(NV, final_ao, roughness); diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 7dd460004ae..c9f2d64f30b 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -119,7 +119,7 @@ void prepare_raycast( #define prev_delta times_and_deltas.w // #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */ -/* Return the hit position, and negate the z component (making it positive) if not hit occured. */ +/* Return the hit position, and negate the z component (making it positive) if not hit occurred. */ /* __ray_dir__ is the ray direction premultiplied by it's maximum length */ vec3 raycast( int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter, diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index c5c97b97734..827d774b290 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -3,7 +3,7 @@ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ /* Step 3 : Integrate for each froxel the final amount of light - * scattered back to the viewer and the amout of transmittance. */ + * scattered back to the viewer and the amount of transmittance. */ uniform sampler3D volumeScattering; /* Result of the scatter step */ uniform sampler3D volumeExtinction; diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index 3d79cd0f52e..a74040648fa 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -424,7 +424,7 @@ void GPENCIL_cache_init(void *vedata) stl->storage->color_type = GPENCIL_COLOR_SOLID; } - /* drawing buffer pass for drawing the stroke that is beeing drawing by the user. The data + /* drawing buffer pass for drawing the stroke that is being drawing by the user. The data * is stored in sbuffer */ psl->drawing_pass = DRW_pass_create( @@ -684,7 +684,7 @@ void GPENCIL_draw_scene(void *ved) const bool playing = stl->storage->is_playing; const bool is_render = stl->storage->is_render; - /* paper pass to display a confortable area to draw over complex scenes with geometry */ + /* paper pass to display a comfortable area to draw over complex scenes with geometry */ if ((!is_render) && (obact) && (obact->type == OB_GPENCIL)) { if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && (v3d->gp_flag & V3D_GP_SHOW_PAPER)) diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h index 066ab95c443..120182f8dbe 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.h +++ b/source/blender/draw/engines/gpencil/gpencil_engine.h @@ -271,7 +271,7 @@ typedef struct GPENCIL_e_data { typedef struct GpencilBatchCache { /* For normal strokes, a variable number of batch can be needed depending of number of strokes. It could use the stroke number as total size, but when activate the onion skining, the number - can change, so the size is changed dinamically. + can change, so the size is changed dynamically. */ GPUBatch **batch_stroke; GPUBatch **batch_fill; diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 1085476828f..7fbe928d29e 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -234,7 +234,7 @@ static float *create_disk_samples(int num_samples, int num_iterations) float phi = (float)dphi * 2.0f * M_PI + it_add; texels[i][0] = cosf(phi); texels[i][1] = sinf(phi); - /* This deliberatly distribute more samples + /* This deliberately distribute more samples * at the center of the disk (and thus the shadow). */ texels[i][2] = r; } diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 39e5e10ca8f..2df81314cf4 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -608,7 +608,7 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata) DRW_draw_pass(psl->transparent_accum_pass); } else { - /* TODO(fclem): this is unecessary and takes up perf. + /* TODO(fclem): this is unnecessary and takes up perf. * Better change the composite frag shader to not use the tx. */ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPU_framebuffer_bind(fbl->transparent_accum_fb); diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c index a84b3fdeb41..52b076151d8 100644 --- a/source/blender/draw/intern/draw_armature.c +++ b/source/blender/draw/intern/draw_armature.c @@ -286,7 +286,7 @@ static void drw_shgroup_bone_envelope( float fac_head = (len - head_sphere[3]) / len; float fac_tail = (len - tail_sphere[3]) / len; - /* Small epsilon to avoid problem with float precison in shader. */ + /* Small epsilon to avoid problem with float precision in shader. */ if (len > (tail_sphere[3] + head_sphere[3]) + 1e-8f) { copy_v4_v4(tmp_sphere, head_sphere); diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 4bd9accec4b..3314030cd5e 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -379,7 +379,7 @@ static void mesh_render_calc_normals_loop_and_poly(const Mesh *me, const float s /** * TODO(campbell): 'gpumat_array' may include materials linked to the object. * While not default, object materials should be supported. - * Although this only impacts the data thats generated, not the materials that display. + * Although this only impacts the data that's generated, not the materials that display. */ static MeshRenderData *mesh_render_data_create_ex( Mesh *me, const int types, diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c index b0da9d7082d..263aaa1ffdf 100644 --- a/source/blender/draw/intern/draw_cache_impl_particles.c +++ b/source/blender/draw/intern/draw_cache_impl_particles.c @@ -759,11 +759,11 @@ static void particle_batch_cache_ensure_procedural_final_points( cache->final[subdiv].proc_buf = GPU_vertbuf_create_with_format(&format); - /* Create a destination buffer for the tranform feedback. Sized appropriately */ - /* Thoses are points! not line segments. */ + /* Create a destination buffer for the transform feedback. Sized appropriately */ + /* Those are points! not line segments. */ GPU_vertbuf_data_alloc(cache->final[subdiv].proc_buf, cache->final[subdiv].strands_res * cache->strands_len); - /* Create vbo immediatly to bind to texture buffer. */ + /* Create vbo immediately to bind to texture buffer. */ GPU_vertbuf_use(cache->final[subdiv].proc_buf); cache->final[subdiv].proc_tex = GPU_texture_create_from_vertbuf(cache->final[subdiv].proc_buf); @@ -913,7 +913,7 @@ static void particle_batch_cache_ensure_procedural_strand_data( MEM_freeN(parent_mcol); } - /* Create vbo immediatly to bind to texture buffer. */ + /* Create vbo immediately to bind to texture buffer. */ GPU_vertbuf_use(cache->proc_strand_buf); cache->strand_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_buf); @@ -1026,7 +1026,7 @@ static void particle_batch_cache_ensure_procedural_pos( } } - /* Create vbo immediatly to bind to texture buffer. */ + /* Create vbo immediately to bind to texture buffer. */ GPU_vertbuf_use(cache->proc_point_buf); cache->point_tex = GPU_texture_create_from_vertbuf(cache->proc_point_buf); diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 814e90b1db0..ceeefdd38a5 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -105,7 +105,7 @@ typedef struct GlobalsUboStorage { /* NOTE! Put all color before UBO_LAST_COLOR */ - /* Pack individual float at the end of the buffer to avoid alignement errors */ + /* Pack individual float at the end of the buffer to avoid alignment errors */ float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow; float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; float gridDistance, gridResolution, gridSubdivisions, gridScale; diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index 6ede573199f..ebdb4c72d09 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -57,7 +57,7 @@ typedef enum ParticleRefineShader { } ParticleRefineShader; static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL}; -static DRWPass *g_tf_pass; /* XXX can be a problem with mulitple DRWManager in the future */ +static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */ extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_common_hair_refine_vert_glsl[]; diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 89cffd6c19c..9695643d707 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -26,7 +26,7 @@ /** * DRW Instance Data Manager * This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation. - * This way we avoid feeding gawain each instance data one by one and unecessary memcpy. + * This way we avoid feeding gawain each instance data one by one and unnecessary memcpy. * Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size * to avoid to realloc each frame. * This is why DRWInstanceDatas are sorted in a list for each different data size. @@ -406,7 +406,7 @@ void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist) idatalist->idata_head[i] = next_idata; } else { - /* idatalist->idata_tail[i] is garanteed not to be null in this case. */ + /* idatalist->idata_tail[i] is guaranteed not to be null in this case. */ idatalist->idata_tail[i]->next = next_idata; } DRW_instance_data_free(idata); diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 221702b0912..f1d92736f54 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -965,7 +965,7 @@ static void drw_engines_cache_populate(Object *ob) DST.ob_state = NULL; /* HACK: DrawData is copied by COW from the duplicated object. - * This is valid for IDs that cannot be instanciated but this + * This is valid for IDs that cannot be instantiated but this * is not what we want in this case so we clear the pointer * ourselves here. */ drw_drawdata_unlink_dupli((ID *)ob); @@ -1092,7 +1092,7 @@ int DRW_draw_region_engine_info_offset(void) void DRW_draw_region_engine_info(void) { const char *info_array_final[MAX_INFO_LINES + 1]; - /* This should be maxium number of engines running at the same time. */ + /* This should be maximum number of engines running at the same time. */ char info_array[MAX_INFO_LINES][GPU_INFO_SIZE]; int i = 0; @@ -1579,7 +1579,7 @@ void DRW_draw_render_loop_ex( if (G.debug_value > 20 && G.debug_value < 30) { glDisable(GL_DEPTH_TEST); - rcti rect; /* local coordinate visible rect inside region, to accomodate overlapping ui */ + rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */ ED_region_visible_rect(DST.draw_ctx.ar, &rect); DRW_stats_draw(&rect); glEnable(GL_DEPTH_TEST); @@ -1899,7 +1899,7 @@ void DRW_render_object_iter( DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END } -/* Assume a valid gl context is bound (and that the gl_context_mutex has been aquired). +/* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired). * This function only setup DST and execute the given function. * Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */ void DRW_custom_pipeline( diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 902ecb9ee9b..5916b45aa27 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -120,8 +120,8 @@ typedef struct DRWCallState { float modelviewinverse[4][4]; float modelviewprojection[4][4]; float normalview[3][3]; - float normalworld[3][3]; /* Not view dependant */ - float orcotexfac[2][3]; /* Not view dependant */ + float normalworld[3][3]; /* Not view dependent */ + float orcotexfac[2][3]; /* Not view dependent */ float eyevec[3]; } DRWCallState; @@ -355,9 +355,9 @@ typedef struct DRWManager { bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */ - /* View dependant uniforms. */ + /* View dependent uniforms. */ DRWMatrixState original_mat; /* Original rv3d matrices. */ - int override_mat; /* Bitflag of which matrices are overriden. */ + int override_mat; /* Bitflag of which matrices are overridden. */ int num_clip_planes; /* Number of active clipplanes. */ bool dirty_mat; @@ -381,7 +381,7 @@ typedef struct DRWManager { * the top portion of the struct so DO NOT MOVE IT! */ void *gl_context; /* Unique ghost context used by the draw manager. */ GPUContext *gpu_context; - TicketMutex *gl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */ + TicketMutex *gl_context_mutex; /* Mutex to lock the drw manager and avoid concurrent context usage. */ /** GPU Resource State: Memory storage between drawing. */ struct { diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index d0cac271674..248a17d0c68 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -145,7 +145,7 @@ void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, con drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1); } -/* Same as DRW_shgroup_uniform_texture but is garanteed to be bound if shader does not change between shgrp. */ +/* Same as DRW_shgroup_uniform_texture but is guaranteed to be bound if shader does not change between shgrp. */ void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) { BLI_assert(tex != NULL); @@ -158,7 +158,7 @@ void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1); } -/* Same as DRW_shgroup_uniform_block but is garanteed to be bound if shader does not change between shgrp. */ +/* Same as DRW_shgroup_uniform_block but is guaranteed to be bound if shader does not change between shgrp. */ void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) { BLI_assert(ubo != NULL); @@ -960,7 +960,7 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch drw_call_calc_orco(NULL, shgroup->instance_orcofac); /* PERF : This destroys the vaos cache so better check if it's necessary. */ /* Note: This WILL break if batch->verts[0] is destroyed and reallocated - * at the same adress. Bindings/VAOs would remain obsolete. */ + * at the same address. Bindings/VAOs would remain obsolete. */ //if (shgroup->instancing_geom->inst != batch->verts[0]) GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false); @@ -1123,7 +1123,7 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b) /** * Sort Shading groups by decreasing Z of their first draw call. - * This is usefull for order dependant effect such as transparency. + * This is useful for order dependent effect such as transparency. **/ void DRW_pass_sort_shgroup_z(DRWPass *pass) { diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 3180cf5c459..938dda2eec9 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -788,7 +788,7 @@ static void draw_matrices_model_prepare(DRWCallState *st) /* set eye vector, transformed to object coords */ mul_m3_v3(tmp, st->eyevec); } - /* Non view dependant */ + /* Non view dependent */ if (st->matflag & DRW_CALL_MODELINVERSE) { invert_m4_m4(st->modelinverse, st->model); st->matflag &= ~DRW_CALL_MODELINVERSE; @@ -908,7 +908,7 @@ static void bind_ubo(GPUUniformBuffer *ubo, char bind_type) /* printf so user can report bad behaviour */ printf("Not enough ubo slots! This should not happen!\n"); /* This is not depending on user input. - * It is our responsability to make sure there is enough slots. */ + * It is our responsibility to make sure there is enough slots. */ BLI_assert(0); } slot_flags[bind_num] = bind_type; diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c index 568cf77677d..cdc9a9617b9 100644 --- a/source/blender/draw/modes/edit_curve_mode.c +++ b/source/blender/draw/modes/edit_curve_mode.c @@ -272,7 +272,7 @@ static void EDIT_CURVE_cache_finish(void *vedata) EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl; EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl; - /* Do something here! dependant on the objects gathered */ + /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c index 1347eb90473..1d4d4cd8362 100644 --- a/source/blender/draw/modes/edit_lattice_mode.c +++ b/source/blender/draw/modes/edit_lattice_mode.c @@ -213,7 +213,7 @@ static void EDIT_LATTICE_cache_finish(void *vedata) EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; - /* Do something here! dependant on the objects gathered */ + /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } diff --git a/source/blender/draw/modes/edit_surface_mode.c b/source/blender/draw/modes/edit_surface_mode.c index 3c5d0dbf5a1..a011907cfcb 100644 --- a/source/blender/draw/modes/edit_surface_mode.c +++ b/source/blender/draw/modes/edit_surface_mode.c @@ -193,7 +193,7 @@ static void EDIT_SURFACE_cache_finish(void *vedata) EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl; EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl; - /* Do something here! dependant on the objects gathered */ + /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c index ec8d4fbb25b..d186ee967e5 100644 --- a/source/blender/draw/modes/edit_text_mode.c +++ b/source/blender/draw/modes/edit_text_mode.c @@ -294,7 +294,7 @@ static void EDIT_TEXT_cache_finish(void *vedata) EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - /* Do something here! dependant on the objects gathered */ + /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c index 15ec414d19b..c6a5e9b8335 100644 --- a/source/blender/draw/modes/overlay_mode.c +++ b/source/blender/draw/modes/overlay_mode.c @@ -259,7 +259,7 @@ static void overlay_cache_populate(void *vedata, Object *ob) DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); } else if (is_flat_object_viewed_from_side) { - /* Avoid loosing flat objects when in ortho views (see T56549) */ + /* Avoid losing flat objects when in ortho views (see T56549) */ struct GPUBatch *geom = DRW_cache_object_wire_outline_get(ob); GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); DRWShadingGroup *shgrp = DRW_shgroup_create(sh, psl->flat_wireframe_pass); diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c index cf8e520323e..90c1de070df 100644 --- a/source/blender/draw/modes/paint_texture_mode.c +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -349,7 +349,7 @@ static void PAINT_TEXTURE_cache_finish(void *vedata) PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl; PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; - /* Do something here! dependant on the objects gathered */ + /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl); MEM_SAFE_FREE(stl->g_data->shgroup_image_array); diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c index c80fd40cf27..5bc5506cbb7 100644 --- a/source/blender/draw/modes/sculpt_mode.c +++ b/source/blender/draw/modes/sculpt_mode.c @@ -229,7 +229,7 @@ static void SCULPT_cache_finish(void *vedata) SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; - /* Do something here! dependant on the objects gathered */ + /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl index e46dab458e0..53b2a3d3b3b 100644 --- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_axes_vert.glsl @@ -2,7 +2,7 @@ uniform mat4 ViewProjectionMatrix; uniform vec3 screenVecs[3]; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */ in vec2 screenPos; in vec3 colorAxis; diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl index a836d7fa9e1..307c7276184 100644 --- a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl @@ -7,7 +7,7 @@ uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; uniform float lineThickness = 2.0; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec2 pos0; in vec2 pos1; in vec2 pos2; diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl index 83ae720e70a..11935e9001f 100644 --- a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl @@ -3,7 +3,7 @@ uniform mat4 ViewMatrix; uniform mat4 ViewMatrixInverse; uniform mat4 ViewProjectionMatrix; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec3 pos; /* ---- Per instance Attribs ---- */ diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl index 117bd6f6bbb..7619d8018f9 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl @@ -5,7 +5,7 @@ uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec3 pos; in vec3 snor; diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl index 2ccfd88892c..7abbf7f3d25 100644 --- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl @@ -6,7 +6,7 @@ uniform mat4 ViewProjectionMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec3 pos; in vec3 nor; diff --git a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl index a169facd45a..0c1fefbf814 100644 --- a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl @@ -4,7 +4,7 @@ uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; uniform float lineThickness = 2.0; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec2 pos0; in vec2 pos1; diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl index 1e06047054e..7cbc0c5bc3a 100644 --- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl @@ -2,7 +2,7 @@ uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec2 pos; /* ---- Per instance Attribs ---- */ diff --git a/source/blender/draw/modes/shaders/armature_stick_vert.glsl b/source/blender/draw/modes/shaders/armature_stick_vert.glsl index 1dbc8e161c2..3b6bb640b63 100644 --- a/source/blender/draw/modes/shaders/armature_stick_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_stick_vert.glsl @@ -4,7 +4,7 @@ uniform mat4 ViewProjectionMatrix; uniform mat4 ViewMatrix; uniform vec2 viewportSize; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec2 pos; /* bone aligned screen space */ in uint flag; @@ -33,7 +33,7 @@ noperspective out float colorFac; flat out vec4 finalWireColor; flat out vec4 finalInnerColor; -uniform float stickSize = 5.0; /* might be dependant on DPI setting in the future. */ +uniform float stickSize = 5.0; /* might be dependent on DPI setting in the future. */ /* project to screen space */ vec2 proj(vec4 pos) diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index 552690ba972..e272db02318 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -14,7 +14,7 @@ uniform int hairStrandsRes = 8; /** * hairThicknessRes : Subdiv around the hair. - * 1 - Wire Hair: Only one pixel thick, independant of view distance. + * 1 - Wire Hair: Only one pixel thick, independent of view distance. * 2 - Polystrip Hair: Correct width, flat if camera is parallel. * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support. **/ diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 6551fa81c21..7f985cd2c43 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -68,7 +68,7 @@ void main() distToEdgeAndPoint((ssPos[2] - ssPos[1]) + 1e-8, ssPos[1], e.x, p.y); distToEdgeAndPoint((ssPos[0] - ssPos[2]) + 1e-8, ssPos[2], e.y, p.z); - /* Step 2 : coloring (order dependant) */ + /* Step 2 : coloring (order dependent) */ /* Face */ FragColor = faceColor; diff --git a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl index 8f9c074be23..10e8805ef55 100644 --- a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl +++ b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl @@ -2,7 +2,7 @@ uniform mat4 ViewProjectionMatrix; uniform vec3 screenVecs[3]; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */ in vec2 screenPos; diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl index c629fdcb7ef..c1a957f0640 100644 --- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl +++ b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl @@ -2,7 +2,7 @@ uniform mat4 ViewProjectionMatrix; uniform vec2 aspect; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec2 texCoord; in vec2 pos; /* ---- Per instance Attribs ---- */ diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl index aa2b45b5b50..4a3ac6abd84 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl @@ -97,7 +97,7 @@ void main() vec2 sPos = gl_FragCoord.xy / viewportSize; /* Screen [0,1] position */ /* To reduce artifacts, use a local version of the positions - * to compute derivatives since they are not position dependant. + * to compute derivatives since they are not position dependent. * This gets rid of the blocky artifacts. Unfortunately we still * need the world position for the grid to scale properly from the origin. */ vec3 gPos, wPos; /* Grid pos., World pos. */ @@ -222,7 +222,7 @@ void main() else { /* Manual, non hard, depth test: * Progressively fade the grid below occluders - * (avoids poping visuals due to depth buffer precision) */ + * (avoids popping visuals due to depth buffer precision) */ /* Harder settings tend to flicker more, * but have less "see through" appearance. */ const float test_hardness = 1e7; diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl index baa3ecb804c..b1c10feb62c 100644 --- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl +++ b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl @@ -7,7 +7,7 @@ uniform mat4 ViewProjectionMatrix; uniform vec3 screen_vecs[2]; -/* ---- Instanciated Attribs ---- */ +/* ---- Instantiated Attribs ---- */ in vec2 pos; /* ---- Per instance Attribs ---- */ diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl index c90195e11fd..1fa0a9137c0 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl +++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl @@ -29,7 +29,7 @@ void main() return; /* Don't outline if concave edge. */ - /* That would hide a lot of non usefull edge but it flickers badly. + /* That would hide a lot of non useful edge but it flickers badly. * TODO revisit later... */ // if (dot(n0, v13) > 0.01) // return; diff --git a/source/blender/python/bmesh/bmesh_py_types.c b/source/blender/python/bmesh/bmesh_py_types.c index 68785556ce0..5773be1dacf 100644 --- a/source/blender/python/bmesh/bmesh_py_types.c +++ b/source/blender/python/bmesh/bmesh_py_types.c @@ -2457,7 +2457,7 @@ PyDoc_STRVAR(bpy_bmelemseq_index_update_doc, " .. note::\n" "\n" " Running this on sequences besides :class:`BMesh.verts`, :class:`BMesh.edges`, :class:`BMesh.faces`\n" -" works but won't result in each element having a valid index, insted its order in the sequence will be set.\n" +" works but wont result in each element having a valid index, instead its order in the sequence will be set.\n" ); static PyObject *bpy_bmelemseq_index_update(BPy_BMElemSeq *self) { diff --git a/source/blender/python/generic/idprop_py_api.c b/source/blender/python/generic/idprop_py_api.c index 8bed0f28cba..918ec8fa018 100644 --- a/source/blender/python/generic/idprop_py_api.c +++ b/source/blender/python/generic/idprop_py_api.c @@ -944,7 +944,7 @@ PyObject *BPy_Wrap_GetKeys(IDProperty *prop) /* pass */ } - if (i != prop->len) { /* if the loop didnt finish, we know the length is wrong */ + if (i != prop->len) { /* if the loop didn't finish, we know the length is wrong */ BPy_IDGroup_CorrectListLen(prop, list, i, __func__); Py_DECREF(list); /*free the list*/ /*call self again*/ diff --git a/source/blender/python/generic/py_capi_utils.c b/source/blender/python/generic/py_capi_utils.c index 46f80bf79f9..ae0e40c8561 100644 --- a/source/blender/python/generic/py_capi_utils.c +++ b/source/blender/python/generic/py_capi_utils.c @@ -618,7 +618,7 @@ const char *PyC_UnicodeAsByteAndSize(PyObject *py_str, Py_ssize_t *size, PyObjec if (result) { /* 99% of the time this is enough but we better support non unicode - * chars since blender doesnt limit this */ + * chars since blender doesn't limit this */ return result; } else { @@ -671,7 +671,7 @@ PyObject *PyC_UnicodeFromByteAndSize(const char *str, Py_ssize_t size) PyObject *result = PyUnicode_FromStringAndSize(str, size); if (result) { /* 99% of the time this is enough but we better support non unicode - * chars since blender doesnt limit this */ + * chars since blender doesn't limit this */ return result; } else { diff --git a/source/blender/python/intern/bpy_path.c b/source/blender/python/intern/bpy_path.c index f182972ba9c..53d8f8ea954 100644 --- a/source/blender/python/intern/bpy_path.c +++ b/source/blender/python/intern/bpy_path.c @@ -23,7 +23,7 @@ /** \file blender/python/intern/bpy_path.c * \ingroup pythonintern * - * This file defines '_bpy_path' module, Some 'C' funtionality used by 'bpy.path' + * This file defines '_bpy_path' module, Some 'C' functionality used by 'bpy.path' */ #include <Python.h> diff --git a/source/blender/python/intern/bpy_rna.c b/source/blender/python/intern/bpy_rna.c index 9de9f6179d6..2e606cd9514 100644 --- a/source/blender/python/intern/bpy_rna.c +++ b/source/blender/python/intern/bpy_rna.c @@ -2360,7 +2360,7 @@ static int pyrna_prop_collection_subscript_str_lib_pair_ptr( } else { PyErr_Format(PyExc_KeyError, - "%s: lib must be a sting or None, not %.200s", + "%s: lib must be a string or None, not %.200s", err_prefix, Py_TYPE(keylib)->tp_name); return -1; } @@ -4162,7 +4162,7 @@ static PyObject *pyrna_struct_meta_idprop_getattro(PyObject *cls, PyObject *attr * <bpy_struct, BoolProperty("foo")> * ...rather than returning the deferred class register tuple as checked by pyrna_is_deferred_prop() * - * Disable for now, this is faking internal behavior in a way thats too tricky to maintain well. */ + * Disable for now, this is faking internal behavior in a way that's too tricky to maintain well. */ #if 0 if (ret == NULL) { // || pyrna_is_deferred_prop(ret) StructRNA *srna = srna_from_self(cls, "StructRNA.__getattr__"); diff --git a/source/blender/python/mathutils/mathutils.c b/source/blender/python/mathutils/mathutils.c index f021d456b3a..566bac9cb09 100644 --- a/source/blender/python/mathutils/mathutils.c +++ b/source/blender/python/mathutils/mathutils.c @@ -641,7 +641,7 @@ PyMODINIT_FUNC PyInit_mathutils(void) /* submodule */ PyModule_AddObject(mod, "geometry", (submodule = PyInit_mathutils_geometry())); - /* XXX, python doesnt do imports with this usefully yet + /* XXX, python doesn't do imports with this usefully yet * 'from mathutils.geometry import PolyFill' * ...fails without this. */ PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule); diff --git a/source/blender/python/mathutils/mathutils_geometry.c b/source/blender/python/mathutils/mathutils_geometry.c index d935949fd8c..c759653c5cf 100644 --- a/source/blender/python/mathutils/mathutils_geometry.c +++ b/source/blender/python/mathutils/mathutils_geometry.c @@ -1265,7 +1265,7 @@ static PyObject *M_Geometry_tessellate_polygon(PyObject *UNUSED(self), PyObject BKE_displist_fill(&dispbase, &dispbase, NULL, false); /* The faces are stored in a new DisplayList - * thats added to the head of the listbase */ + * that's added to the head of the listbase */ dl = dispbase.first; tri_list = PyList_New(dl->parts); |