From a4a9d14ba71100259f19bd62e8c2f27cd8b7862f Mon Sep 17 00:00:00 2001 From: luzpaz Date: Fri, 5 Feb 2021 19:07:03 -0800 Subject: UI: Fix Typos in Comments and Docs Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson --- source/blender/draw/engines/eevee/eevee_lut_gen.c | 2 +- source/blender/draw/engines/eevee/eevee_materials.c | 2 +- source/blender/draw/engines/eevee/eevee_motion_blur.c | 2 +- source/blender/draw/engines/eevee/eevee_private.h | 2 +- source/blender/draw/engines/eevee/eevee_shaders.c | 2 +- .../blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl | 2 +- source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | 2 +- source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl | 2 +- source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl | 2 +- source/blender/draw/engines/image/image_shader.c | 2 +- source/blender/draw/engines/overlay/overlay_extra.c | 2 +- source/blender/draw/engines/overlay/overlay_shader.c | 2 +- source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl | 2 +- source/blender/draw/engines/overlay/shaders/extra_vert.glsl | 2 +- source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl | 2 +- source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl | 2 +- source/blender/draw/engines/workbench/workbench_shader.c | 2 +- source/blender/draw/intern/draw_cache_extract_mesh.c | 6 +++--- source/blender/draw/intern/shaders/common_smaa_lib.glsl | 2 +- 19 files changed, 21 insertions(+), 21 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/eevee_lut_gen.c b/source/blender/draw/engines/eevee/eevee_lut_gen.c index b74cb6c7687..18645fea5e0 100644 --- a/source/blender/draw/engines/eevee/eevee_lut_gen.c +++ b/source/blender/draw/engines/eevee/eevee_lut_gen.c @@ -22,7 +22,7 @@ * EEVEE LUT generation: * * Routine to generate the LUT used by eevee stored in eevee_lut.h - * Theses functions are not to be used in the final executable. + * These functions are not to be used in the final executable. */ #include "DRW_render.h" diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 56e4af0b6de..5f2821730f1 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -415,7 +415,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { /* Renderpass accumulation. */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ADD_FULL; - /* Create an instance of each of theses passes and link them together. */ + /* Create an instance of each of these passes and link them together. */ DRWPass *passes[] = { psl->material_ps, psl->material_cull_ps, diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index 8dcab579603..0a79d9466e9 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -476,7 +476,7 @@ void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata) if (vbo) { /* Use the vbo to perform the copy on the GPU. */ GPU_vertbuf_use(vbo); - /* Perform a copy to avoid loosing it after RE_engine_frame_set(). */ + /* Perform a copy to avoid losing it after RE_engine_frame_set(). */ mb_geom->vbo[mb_step] = vbo = GPU_vertbuf_duplicate(vbo); /* Find and replace "pos" attrib name. */ GPUVertFormat *format = (GPUVertFormat *)GPU_vertbuf_get_format(vbo); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 9845ec903e5..e48f5f9dd32 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -716,7 +716,7 @@ typedef struct EEVEE_EffectsInfo { CameraParams past_cam_params; CameraParams current_cam_params; char motion_blur_step; /* Which step we are evaluating. */ - int motion_blur_max; /* Maximum distance in pixels a motion blured pixel can cover. */ + int motion_blur_max; /* Maximum distance in pixels a motion-blurred pixel can cover. */ float motion_blur_near_far[2]; /* Camera near/far clip distances (positive). */ bool cam_params_init; /* TODO(fclem): Only used in render mode for now. diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 7a83bebdeca..52d330c3ad2 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -258,7 +258,7 @@ static void eevee_shader_library_ensure(void) { if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); - /* NOTE: Theses needs to be ordered by dependencies. */ + /* NOTE: These need to be ordered by dependencies. */ DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib); diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl index 9199eae816d..0aa54715460 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl @@ -60,7 +60,7 @@ vec2 sample_weights(float center_depth, float sample_motion_length, float offset_length) { - /* Clasify foreground/background. */ + /* Classify foreground/background. */ vec2 depth_weight = depth_compare(center_depth, sample_depth); /* Weight if sample is overlapping or under the center pixel. */ vec2 spread_weight = spread_compare(center_motion_length, sample_motion_length, offset_length); diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 5f14f590128..aebd1c3aef3 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -238,7 +238,7 @@ vec3 raycast(int index, #endif } - /* Discard backface hits. Only do this if the ray traveled enough to avoid loosing intricate + /* Discard backface hits. Only do this if the ray traveled enough to avoid losing intricate * contact reflections. This is only used for SSReflections. */ if (discard_backface && prev_delta < 0.0 && curr_time > 4.1) { hit = false; diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl index 189ed91cbb4..3065d553dce 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl @@ -393,7 +393,7 @@ void stroke_vertex() is_squares = false; } - /* Enpoints, we discard the vertices. */ + /* Endpoints, we discard the vertices. */ if (ma1.x == -1 || (!is_dot && ma2.x == -1)) { discard_vert(); return; diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl index 503248558ad..aedc8668387 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl @@ -274,7 +274,7 @@ uniform bool isFirstPass; vec2 compute_uvs(float x) { vec2 uv = uvcoordsvar.xy; - /* Tranform UV (loc, rot, scale) */ + /* Transform UV (loc, rot, scale) */ uv = uv.x * uvRotX + uv.y * uvRotY + uvOffset; uv += blurDir * x; /* Wave deform. */ diff --git a/source/blender/draw/engines/image/image_shader.c b/source/blender/draw/engines/image/image_shader.c index 7dc428de2ee..691c0d7029a 100644 --- a/source/blender/draw/engines/image/image_shader.c +++ b/source/blender/draw/engines/image/image_shader.c @@ -49,7 +49,7 @@ void IMAGE_shader_library_ensure(void) { if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); - /* NOTE: Theses needs to be ordered by dependencies. */ + /* NOTE: These need to be ordered by dependencies. */ DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib); diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c index 91e605bf0ae..00429a19cf4 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.c +++ b/source/blender/draw/engines/overlay/overlay_extra.c @@ -1176,7 +1176,7 @@ void OVERLAY_camera_cache_populate(OVERLAY_Data *vedata, Object *ob) invert_v3(scale); for (int i = 0; i < 4; i++) { mul_v3_v3(vec[i], scale); - /* Project to z=-1 plane. Makes positionning / scaling easier. (see shader) */ + /* Project to z=-1 plane. Makes positioning / scaling easier. (see shader) */ mul_v2_fl(vec[i], 1.0f / fabsf(vec[i][2])); } diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c index 88f4e28c039..6b07547bf96 100644 --- a/source/blender/draw/engines/overlay/overlay_shader.c +++ b/source/blender/draw/engines/overlay/overlay_shader.c @@ -238,7 +238,7 @@ void OVERLAY_shader_library_ensure(void) { if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); - /* NOTE: Theses needs to be ordered by dependencies. */ + /* NOTE: These need to be ordered by dependencies. */ DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_overlay_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib); diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl index 2989e07691f..f24aee56bb2 100644 --- a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl @@ -146,7 +146,7 @@ void main() vec4 lines = vec4(neightbor_line0.z, neightbor_line1.z, neightbor_line2.z, neightbor_line3.z); /* Count number of line neighbors. */ float blend = dot(vec4(0.25), step(0.001, lines)); - /* Only do blend if there is more than 2 neighbor. This avoid loosing too much AA. */ + /* Only do blend if there are more than 2 neighbors. This avoids losing too much AA. */ blend = clamp(blend * 2.0 - 1.0, 0.0, 1.0); fragColor = mix(fragColor, fragColor / fragColor.a, blend); } diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl index 89bc0bcf522..74854dc0f8d 100644 --- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl @@ -222,7 +222,7 @@ void main() edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; #ifdef SELECT_EDGES - /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the + /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the * wire to at least create one fragment that will pass the occlusion query. */ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl index 8a80441b5d9..91f45329018 100644 --- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl @@ -18,7 +18,7 @@ void main() gl_Position = point_world_to_ndc(world_pos); #ifdef SELECT_EDGES - /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the + /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the * wire to at least create one fragment that will pass the occlusion query. */ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl index c80d8f99628..c083fdacbbe 100644 --- a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl @@ -169,7 +169,7 @@ void main() } #ifdef SELECT_EDGES - /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the + /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the * wire to at least create one fragment that will pass the occlusion query. */ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); #endif diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c index 1c612404c95..ad610a6a885 100644 --- a/source/blender/draw/engines/workbench/workbench_shader.c +++ b/source/blender/draw/engines/workbench/workbench_shader.c @@ -120,7 +120,7 @@ void workbench_shader_library_ensure(void) { if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); - /* NOTE: Theses needs to be ordered by dependencies. */ + /* NOTE: These need to be ordered by dependencies. */ DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib); diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c index 9e2ac26f9f0..d9fbb01789f 100644 --- a/source/blender/draw/intern/draw_cache_extract_mesh.c +++ b/source/blender/draw/intern/draw_cache_extract_mesh.c @@ -907,7 +907,7 @@ static void extract_tris_finish(const MeshRenderData *mr, if (mr->use_final_mesh && cache->final.tris_per_mat) { MeshBufferCache *mbc = &cache->final; for (int i = 0; i < mr->mat_len; i++) { - /* Theses IBOs have not been queried yet but we create them just in case they are needed + /* These IBOs have not been queried yet but we create them just in case they are needed * later since they are not tracked by mesh_buffer_cache_create_requested(). */ if (mbc->tris_per_mat[i] == NULL) { mbc->tris_per_mat[i] = GPU_indexbuf_calloc(); @@ -1380,7 +1380,7 @@ static void extract_lines_paint_mask_iter_poly_mesh(const MeshRenderData *mr, } } else { - /* Set theses unselected loop only if this edge has no other selected loop. */ + /* Set these unselected loop only if this edge has no other selected loop. */ if (!BLI_BITMAP_TEST(data->select_map, e_index)) { GPU_indexbuf_set_line_verts(&data->elb, e_index, ml_index, ml_index_other); } @@ -5230,7 +5230,7 @@ static void *extract_skin_roots_init(const MeshRenderData *mr, } } - /* It's really unlikely that all verts will be roots. Resize to avoid loosing VRAM. */ + /* It's really unlikely that all verts will be roots. Resize to avoid losing VRAM. */ GPU_vertbuf_data_len_set(vbo, root_len); return NULL; diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl index 78a62c6ae7d..36ffb4d8b32 100644 --- a/source/blender/draw/intern/shaders/common_smaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl @@ -118,7 +118,7 @@ * half-rate linear filtering on GCN. * * If SMAA is applied to 64-bit color buffers, switching to point filtering - * when accesing them will increase the performance. Search for + * when accessing them will increase the performance. Search for * 'SMAASamplePoint' to see which textures may benefit from point * filtering, and where (which is basically the color input in the edge * detection and resolve passes). -- cgit v1.2.3