From e85635b8825f9ca52a43408b58c5f66c4e3742e6 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 16 Jun 2019 13:37:21 +1000 Subject: Cleanup: comment spelling --- source/blender/freestyle/intern/scene_graph/TriangleRep.cpp | 2 +- source/blender/freestyle/intern/scene_graph/TriangleRep.h | 2 +- .../blender/freestyle/intern/stroke/AdvancedStrokeShaders.h | 2 +- source/blender/freestyle/intern/view_map/Silhouette.h | 12 ++++++------ 4 files changed, 9 insertions(+), 9 deletions(-) (limited to 'source/blender/freestyle/intern') diff --git a/source/blender/freestyle/intern/scene_graph/TriangleRep.cpp b/source/blender/freestyle/intern/scene_graph/TriangleRep.cpp index 8e90ec4fb86..f4bc84c0e43 100644 --- a/source/blender/freestyle/intern/scene_graph/TriangleRep.cpp +++ b/source/blender/freestyle/intern/scene_graph/TriangleRep.cpp @@ -16,7 +16,7 @@ /** \file * \ingroup freestyle - * \brief Class to define the represenation of a triangle + * \brief Class to define the representation of a triangle */ #include "TriangleRep.h" diff --git a/source/blender/freestyle/intern/scene_graph/TriangleRep.h b/source/blender/freestyle/intern/scene_graph/TriangleRep.h index 5385ae941cd..e4190faae6f 100644 --- a/source/blender/freestyle/intern/scene_graph/TriangleRep.h +++ b/source/blender/freestyle/intern/scene_graph/TriangleRep.h @@ -19,7 +19,7 @@ /** \file * \ingroup freestyle - * \brief Class to define the represenation of a triangle + * \brief Class to define the representation of a triangle */ //! inherits from class Rep diff --git a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h index 8f05db28194..5209839a8e1 100644 --- a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h @@ -104,7 +104,7 @@ class SpatialNoiseShader : public StrokeShader { * Smoothes the stroke. * (Moves the vertices to make the stroke smoother). * Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we - * use is anisotropic to prevent the diffusion accross corners. \see \htmlonly smoothing/smoothing.html \endhtmlonly */ class SmoothingShader : public StrokeShader { diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h index e25048c0300..5e9edd234ef 100644 --- a/source/blender/freestyle/intern/view_map/Silhouette.h +++ b/source/blender/freestyle/intern/view_map/Silhouette.h @@ -471,7 +471,7 @@ class ViewEdge; * This FEdge can represent a silhouette, a crease, a ridge/valley, a border or a suggestive * contour. For silhouettes, the FEdge is oriented such as, the visible face lies on the left of * the edge. For borders, the FEdge is oriented such as, the face lies on the left of the edge. An - * FEdge can represent an initial edge of the mesh or runs accross a face of the initial mesh + * FEdge can represent an initial edge of the mesh or runs across a face of the initial mesh * depending on the smoothness or sharpness of the mesh. This class is specialized into a smooth * and a sharp version since their properties slightly vary from one to the other. */ @@ -1363,19 +1363,19 @@ class FEdgeSmooth : public FEdge { return _FaceMark; } - /*! Returns the normal to the Face it is running accross. */ + /*! Returns the normal to the Face it is running across. */ inline const Vec3r &normal() { return _Normal; } - /*! Returns the index of the material of the face it is running accross. */ + /*! Returns the index of the material of the face it is running across. */ inline unsigned frs_materialIndex() const { return _FrsMaterialIndex; } - /*! Returns the material of the face it is running accross. */ + /*! Returns the material of the face it is running across. */ const FrsMaterial &frs_material() const; inline void setFace(void *iFace) @@ -1389,13 +1389,13 @@ class FEdgeSmooth : public FEdge { _FaceMark = iFaceMark; } - /*! Sets the normal to the Face it is running accross. */ + /*! Sets the normal to the Face it is running across. */ inline void setNormal(const Vec3r &iNormal) { _Normal = iNormal; } - /*! Sets the index of the material of the face it is running accross. */ + /*! Sets the index of the material of the face it is running across. */ inline void setFrsMaterialIndex(unsigned i) { _FrsMaterialIndex = i; -- cgit v1.2.3