From 09e40a4956494655a2d544ab654372455882dbc3 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 14 Sep 2015 02:21:15 +1000 Subject: Cleanup: spelling --- source/blender/blenkernel/intern/DerivedMesh.c | 2 +- source/blender/blenkernel/intern/mesh_evaluate.c | 2 +- source/blender/blenkernel/intern/mesh_remap.c | 2 +- source/blender/blenkernel/intern/scene.c | 2 +- source/blender/blenkernel/intern/softbody.c | 4 ++-- source/blender/blenkernel/intern/subsurf_ccg.c | 4 ++-- source/blender/blenkernel/intern/writeffmpeg.c | 2 +- source/blender/blenlib/intern/BLI_ghash.c | 2 +- source/blender/blenlib/intern/array_utils.c | 2 +- source/blender/blenlib/intern/math_color_blend_inline.c | 2 +- source/blender/blenlib/intern/math_statistics.c | 2 +- source/blender/blenlib/intern/noise.c | 2 +- source/blender/blenlib/intern/string.c | 2 +- source/blender/blenloader/intern/writefile.c | 2 +- source/blender/blentranslation/intern/blt_lang.c | 2 +- source/blender/bmesh/intern/bmesh_core.c | 2 +- source/blender/bmesh/operators/bmo_extrude.c | 2 +- source/blender/bmesh/operators/bmo_planar_faces.c | 2 +- source/blender/bmesh/tools/bmesh_bevel.c | 2 +- source/blender/editors/armature/armature_utils.c | 4 ++-- source/blender/editors/mesh/editmesh_select.c | 2 +- source/blender/editors/object/object_vgroup.c | 2 +- source/blender/editors/screen/screen_ops.c | 2 +- source/blender/editors/sculpt_paint/paint_image_proj.c | 4 ++-- source/blender/editors/sculpt_paint/paint_vertex.c | 2 +- source/blender/editors/space_file/filelist.c | 5 ++--- source/blender/editors/space_node/node_relationships.c | 2 +- source/blender/editors/space_view3d/view3d_view.c | 2 +- source/blender/editors/transform/transform_generics.c | 2 +- source/blender/editors/transform/transform_snap.c | 2 +- source/blender/freestyle/intern/geometry/GeomUtils.h | 2 +- source/blender/freestyle/intern/winged_edge/WEdge.h | 2 +- source/blender/gpu/intern/gpu_extensions.c | 4 ++-- source/blender/makesrna/intern/rna_nodetree.c | 2 +- source/blender/python/bmesh/bmesh_py_ops_call.c | 2 +- source/blender/python/mathutils/mathutils.c | 2 +- source/creator/creator.c | 2 +- source/gameengine/Expressions/intern/PyObjectPlus.cpp | 2 +- 38 files changed, 44 insertions(+), 45 deletions(-) (limited to 'source') diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c index d13786facce..c48e5cf488b 100644 --- a/source/blender/blenkernel/intern/DerivedMesh.c +++ b/source/blender/blenkernel/intern/DerivedMesh.c @@ -2536,7 +2536,7 @@ static void editbmesh_calc_modifiers( #ifdef WITH_OPENSUBDIV /* The idea is to skip CPU-side ORCO calculation when * we'll be using GPU backend of OpenSubdiv. This is so - * playback performance is kept as high as posssible. + * playback performance is kept as high as possible. */ static bool calc_modifiers_skip_orco(const Object *ob) { diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c b/source/blender/blenkernel/intern/mesh_evaluate.c index e8c71079519..6f32fa23bbc 100644 --- a/source/blender/blenkernel/intern/mesh_evaluate.c +++ b/source/blender/blenkernel/intern/mesh_evaluate.c @@ -1560,7 +1560,7 @@ void BKE_mesh_normals_loop_custom_from_vertices_set( * Computes average per-vertex normals from given custom loop normals. * * @param clnors The computed custom loop normals. - * @param r_vert_clnors The (already allocated) array wher to store averaged per-vertex normals. + * @param r_vert_clnors The (already allocated) array where to store averaged per-vertex normals. */ void BKE_mesh_normals_loop_to_vertex( const int numVerts, const MLoop *mloops, const int numLoops, diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c index 993921c22e0..c3b88b84b8b 100644 --- a/source/blender/blenkernel/intern/mesh_remap.c +++ b/source/blender/blenkernel/intern/mesh_remap.c @@ -237,7 +237,7 @@ static void mesh_calc_eigen_matrix( /* Protect against 1D/2D degenerated cases! */ /* Note: not sure why we need square root of eigen values here (which are equivalent to singular values, - * as far as I have understood), but it seems to heavily reduce (if not completly nullify) + * as far as I have understood), but it seems to heavily reduce (if not completely nullify) * the error due to non-uniform scalings... */ evi = (evi < 1e-6f && evi > -1e-6f) ? ((evi < 0.0f) ? -1e-3f : 1e-3f) : sqrtf_signed(evi); mul_v3_fl(eigen_vec[i], evi); diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index f114856e175..f9ca66b443c 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -1360,7 +1360,7 @@ static void scene_do_rb_simulation_recursive(Scene *scene, float ctime) * * Ideally Mballs shouldn't do such an iteration and use DAG * queries instead. For the time being we've got new DAG - * let's keep it simple and update mballs in a ingle thread. + * let's keep it simple and update mballs in a single thread. */ #define MBALL_SINGLETHREAD_HACK diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index b03c99c7a45..dac395645c9 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -1993,7 +1993,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo compare = (obp->colball + bp->colball); sub_v3_v3v3(def, bp->pos, obp->pos); /* rather check the AABBoxes before ever calulating the real distance */ - /* mathematically it is completly nuts, but performance is pretty much (3) times faster */ + /* mathematically it is completely nuts, but performance is pretty much (3) times faster */ if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue; distance = normalize_v3(def); if (distance < compare ) { @@ -2361,7 +2361,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa sub_v3_v3v3(def, bp->pos, obp->pos); /* rather check the AABBoxes before ever calulating the real distance */ - /* mathematically it is completly nuts, but performance is pretty much (3) times faster */ + /* mathematically it is completely nuts, but performance is pretty much (3) times faster */ if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue; distance = normalize_v3(def); diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c index 5192a51934a..064eaced6e9 100644 --- a/source/blender/blenkernel/intern/subsurf_ccg.c +++ b/source/blender/blenkernel/intern/subsurf_ccg.c @@ -796,7 +796,7 @@ static void ss_sync_from_derivedmesh(CCGSubSurf *ss, { #ifdef WITH_OPENSUBDIV /* Reset all related descriptors if actual mesh topology changed or if - * other evlauation-related settings changed. + * other evaluation-related settings changed. */ if (!ccgSubSurf_needGrids(ss)) { /* TODO(sergey): Use vertex coordinates and flat subdiv flag. */ @@ -4803,7 +4803,7 @@ struct DerivedMesh *subsurf_make_derived_from_derived( * * TODO(sergey): There was a good eason why final calculation * used to free entirely cached subsurf structure. reason of - * this is to be investiated still to be sure we don't have + * this is to be investigated still to be sure we don't have * regressions here. */ if (use_gpu_backend) { diff --git a/source/blender/blenkernel/intern/writeffmpeg.c b/source/blender/blenkernel/intern/writeffmpeg.c index 0668e7f95e2..edda852a032 100644 --- a/source/blender/blenkernel/intern/writeffmpeg.c +++ b/source/blender/blenkernel/intern/writeffmpeg.c @@ -746,7 +746,7 @@ static AVStream *alloc_audio_stream(FFMpegContext *context, RenderData *rd, int av_dict_free(&opts); /* need to prevent floating point exception when using vorbis audio codec, - * initialize this value in the same way as it's done in FFmpeg iteslf (sergey) */ + * initialize this value in the same way as it's done in FFmpeg itself (sergey) */ st->codec->time_base.num = 1; st->codec->time_base.den = st->codec->sample_rate; diff --git a/source/blender/blenlib/intern/BLI_ghash.c b/source/blender/blenlib/intern/BLI_ghash.c index 91ac0ce1c43..7e6dabdffef 100644 --- a/source/blender/blenlib/intern/BLI_ghash.c +++ b/source/blender/blenlib/intern/BLI_ghash.c @@ -653,7 +653,7 @@ GHash *BLI_ghash_copy(GHash *gh, GHashKeyCopyFP keycopyfp, GHashValCopyFP valcop } /** - * Reverve given ammount of entries (resize \a gh accordingly if needed). + * Reserve given amount of entries (resize \a gh accordingly if needed). */ void BLI_ghash_reserve(GHash *gh, const unsigned int nentries_reserve) { diff --git a/source/blender/blenlib/intern/array_utils.c b/source/blender/blenlib/intern/array_utils.c index 65c653c9b4f..cef912e42a3 100644 --- a/source/blender/blenlib/intern/array_utils.c +++ b/source/blender/blenlib/intern/array_utils.c @@ -90,7 +90,7 @@ void _bli_array_wrap(void *arr_v, unsigned int arr_len, size_t arr_stride, int d /** *In-place array permute. - * (re-arrange elemrnts based on an array of indices). + * (re-arrange elements based on an array of indices). * * Access via #BLI_array_wrap */ diff --git a/source/blender/blenlib/intern/math_color_blend_inline.c b/source/blender/blenlib/intern/math_color_blend_inline.c index 73a7259ddcd..88be86aa1c2 100644 --- a/source/blender/blenlib/intern/math_color_blend_inline.c +++ b/source/blender/blenlib/intern/math_color_blend_inline.c @@ -36,7 +36,7 @@ #ifndef __MATH_COLOR_BLEND_INLINE_C__ #define __MATH_COLOR_BLEND_INLINE_C__ -/* don't add any saturation to a completly black and white image */ +/* don't add any saturation to a completely black and white image */ #define EPS_SATURATION 0.0005f #define EPS_ALPHA 0.0005f diff --git a/source/blender/blenlib/intern/math_statistics.c b/source/blender/blenlib/intern/math_statistics.c index 3f1bae5f58c..a8cb8e2c40d 100644 --- a/source/blender/blenlib/intern/math_statistics.c +++ b/source/blender/blenlib/intern/math_statistics.c @@ -39,7 +39,7 @@ /** * \brief Compute the covariance matrix of given set of nD coordinates. * - * \param n the dimension of the vectors (and hence, of the covairance matrix to compute). + * \param n the dimension of the vectors (and hence, of the covariance matrix to compute). * \param cos_vn the nD points to compute covariance from. * \param nbr_cos_vn the number of nD coordinates in cos_vn. * \param center the center (or mean point) of cos_vn. If NULL, it is assumed cos_vn is already centered. diff --git a/source/blender/blenlib/intern/noise.c b/source/blender/blenlib/intern/noise.c index 5febf720b30..4b2ad834d75 100644 --- a/source/blender/blenlib/intern/noise.c +++ b/source/blender/blenlib/intern/noise.c @@ -1546,7 +1546,7 @@ float BLI_gTurbulence(float noisesize, float x, float y, float z, int oct, int h /* * The following code is based on Ken Musgrave's explanations and sample - * source code in the book "Texturing and Modelling: A procedural approach" + * source code in the book "Texturing and Modeling: A procedural approach" */ /* diff --git a/source/blender/blenlib/intern/string.c b/source/blender/blenlib/intern/string.c index 6cc00fc60ee..e93d2b7507a 100644 --- a/source/blender/blenlib/intern/string.c +++ b/source/blender/blenlib/intern/string.c @@ -756,7 +756,7 @@ void BLI_str_toupper_ascii(char *str, const size_t len) * * \param str * \param pad - * \return The number of zeto's stripped. + * \return The number of zeros stripped. */ int BLI_str_rstrip_float_zero(char *str, const char pad) { diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c index 6f7157e1a56..47ca7731877 100644 --- a/source/blender/blenloader/intern/writefile.c +++ b/source/blender/blenloader/intern/writefile.c @@ -2079,7 +2079,7 @@ static void write_meshes(WriteData *wd, ListBase *idbase) /* now fill in polys to mfaces */ /* XXX This breaks writing desing, by using temp allocated memory, which will likely generate - * doublons in stored 'old' addresses. + * duplicates in stored 'old' addresses. * This is very bad, but do not see easy way to avoid this, aside from generating those data * outside of save process itself. * Maybe we can live with this, though? diff --git a/source/blender/blentranslation/intern/blt_lang.c b/source/blender/blentranslation/intern/blt_lang.c index cd4545275ee..1ad62fa5869 100644 --- a/source/blender/blentranslation/intern/blt_lang.c +++ b/source/blender/blentranslation/intern/blt_lang.c @@ -97,7 +97,7 @@ static void fill_locales(void) BLI_join_dirfile(languages, FILE_MAX, languages_path, "languages"); line = lines = BLI_file_read_as_lines(languages); - /* This whole "parsing" code is a bit weak, in that it expects strictly formated input file... + /* This whole "parsing" code is a bit weak, in that it expects strictly formatted input file... * Should not be a problem, though, as this file is script-generated! */ /* First loop to find highest locale ID */ diff --git a/source/blender/bmesh/intern/bmesh_core.c b/source/blender/bmesh/intern/bmesh_core.c index b8f7b3f6b45..e67aa1da340 100644 --- a/source/blender/bmesh/intern/bmesh_core.c +++ b/source/blender/bmesh/intern/bmesh_core.c @@ -2016,7 +2016,7 @@ bool BM_vert_splice_check_double(BMVert *v_a, BMVert *v_b) * * \return Success * - * \warning This does't work for collapsing edges, + * \warning This doesn't work for collapsing edges, * where \a v and \a vtarget are connected by an edge * (assert checks for this case). */ diff --git a/source/blender/bmesh/operators/bmo_extrude.c b/source/blender/bmesh/operators/bmo_extrude.c index 435b9e60949..4449f223f35 100644 --- a/source/blender/bmesh/operators/bmo_extrude.c +++ b/source/blender/bmesh/operators/bmo_extrude.c @@ -137,7 +137,7 @@ void bmo_extrude_discrete_faces_exec(BMesh *bm, BMOperator *op) * This function won't crash if its not but won't work right either. * \a e_b is the new edge. * - * \note The edge this face comes from needs to be from the first and second verts fo the face. + * \note The edge this face comes from needs to be from the first and second verts to the face. * The caller must ensure this else we will copy from the wrong source. */ static void bm_extrude_copy_face_loop_attributes(BMesh *bm, BMFace *f) diff --git a/source/blender/bmesh/operators/bmo_planar_faces.c b/source/blender/bmesh/operators/bmo_planar_faces.c index 8849e498bc0..2856d3d18a6 100644 --- a/source/blender/bmesh/operators/bmo_planar_faces.c +++ b/source/blender/bmesh/operators/bmo_planar_faces.c @@ -21,7 +21,7 @@ /** \file blender/bmesh/operators/bmo_planar_faces.c * \ingroup bmesh * - * Iternatively flatten 4+ sided faces. + * Iteratively flatten 4+ sided faces. */ #include "MEM_guardedalloc.h" diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c index cb1c856c05d..5a7788c0b62 100644 --- a/source/blender/bmesh/tools/bmesh_bevel.c +++ b/source/blender/bmesh/tools/bmesh_bevel.c @@ -348,7 +348,7 @@ static EdgeHalf *next_bev(BevVert *bv, EdgeHalf *from_e) /* Return a good representative face (for materials, etc.) for faces * created around/near BoundVert v. * Sometimes care about a second choice, if there is one. - * If r_fother paramenter is non-NULL and there is another, different, + * If r_fother parameter is non-NULL and there is another, different, * possible frep, return the other one in that parameter. */ static BMFace *boundvert_rep_face(BoundVert *v, BMFace **r_fother) { diff --git a/source/blender/editors/armature/armature_utils.c b/source/blender/editors/armature/armature_utils.c index 4fe79b39176..635297c088a 100644 --- a/source/blender/editors/armature/armature_utils.c +++ b/source/blender/editors/armature/armature_utils.c @@ -481,7 +481,7 @@ EditBone *make_boneList(ListBase *edbo, ListBase *bones, EditBone *parent, Bone * - sets local head/tail rest locations using parent bone's arm_mat. * - calls BKE_armature_where_is_bone() which uses parent's transform (arm_mat) to define this bone's transform. * - fixes (converts) EditBone roll into Bone roll. - * - calls again BKE_armature_where_is_bone(), since roll fidling may have changed things for our bone... + * - calls again BKE_armature_where_is_bone(), since roll fiddling may have changed things for our bone... * Note that order is crucial here, we can only handle child if all its parents in chain have already been handled * (this is ensured by recursive process). */ static void armature_finalize_restpose(ListBase *bonelist, ListBase *editbonelist) @@ -618,7 +618,7 @@ void ED_armature_from_edit(bArmature *arm) } /* Fix parenting in a separate pass to ensure ebone->bone connections are valid at this point. - * Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fidling + * Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fiddling * with parent's arm_mat (for roll conversion) may have some small but visible impact on locations (T46010). */ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { newBone = eBone->temp.bone; diff --git a/source/blender/editors/mesh/editmesh_select.c b/source/blender/editors/mesh/editmesh_select.c index eac5e3fece0..112edef5120 100644 --- a/source/blender/editors/mesh/editmesh_select.c +++ b/source/blender/editors/mesh/editmesh_select.c @@ -2013,7 +2013,7 @@ void EDBM_selectmode_set(BMEditMesh *em) /** * Expand & Contract the Selection - * (used when chaning modes and Ctrl key held) + * (used when changing modes and Ctrl key held) * * Flush the selection up: * - vert -> edge diff --git a/source/blender/editors/object/object_vgroup.c b/source/blender/editors/object/object_vgroup.c index d7de3db5e5d..352c90e805a 100644 --- a/source/blender/editors/object/object_vgroup.c +++ b/source/blender/editors/object/object_vgroup.c @@ -246,7 +246,7 @@ bool ED_vgroup_parray_alloc(ID *id, MDeformVert ***dvert_arr, int *dvert_tot, co /** * For use with tools that use ED_vgroup_parray_alloc with \a use_vert_sel == true. - * This finds the unselected mirror deform verts and copys the weights to them from the selected. + * This finds the unselected mirror deform verts and copies the weights to them from the selected. * * \note \a dvert_array has mirrored weights filled in, incase cleanup operations are needed on both. */ diff --git a/source/blender/editors/screen/screen_ops.c b/source/blender/editors/screen/screen_ops.c index 5019010cc58..4a1c1e34414 100644 --- a/source/blender/editors/screen/screen_ops.c +++ b/source/blender/editors/screen/screen_ops.c @@ -2356,7 +2356,7 @@ static void SCREEN_OT_marker_jump(wmOperatorType *ot) static bool screen_set_is_ok(bScreen *screen, bScreen *screen_prev) { return ((screen->winid == 0) && - /* in typical useage these should have a nonzero winid + /* in typical usage these should have a nonzero winid * (all temp screens should be used, or closed & freed). */ (screen->temp == false) && (screen->state == SCREENNORMAL) && diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index 7108b2bda6f..f1489f2fd10 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -1269,7 +1269,7 @@ static void screen_px_to_vector_persp( } /** - * Special function to return the factor fo a point along a line in pixel space. + * Special function to return the factor to a point along a line in pixel space. * * This is needed since we can't use #line_point_factor_v2 for perspective screen-space coords. * @@ -5413,7 +5413,7 @@ static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op) IMB_freeImBuf(ibuf); if (image) { - /* now for the trickyness. store the view projection here! + /* now for the trickiness. store the view projection here! * re-projection will reuse this */ View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c index 2a1b324be02..8daad9deea9 100644 --- a/source/blender/editors/sculpt_paint/paint_vertex.c +++ b/source/blender/editors/sculpt_paint/paint_vertex.c @@ -2675,7 +2675,7 @@ static bool vpaint_stroke_test_start(bContext *C, struct wmOperator *op, const f brush->mtex.tex; /* are we painting onto a modified mesh?, - * if not we can skip face map trickyness */ + * if not we can skip face map trickiness */ if (vertex_paint_use_fast_update_check(ob)) { vpd->use_fast_update = true; /* printf("Fast update!\n");*/ diff --git a/source/blender/editors/space_file/filelist.c b/source/blender/editors/space_file/filelist.c index 0c652587ad1..a4fe7952c36 100644 --- a/source/blender/editors/space_file/filelist.c +++ b/source/blender/editors/space_file/filelist.c @@ -2162,11 +2162,10 @@ static unsigned int groupname_to_filter_id(const char *group) return BKE_idcode_to_idfilter(id_code); } -/* - * From here, we are in 'Job Context', i.e. have to be careful about sharing stuff between bacground working thread +/** + * From here, we are in 'Job Context', i.e. have to be careful about sharing stuff between background working thread * and main one (used by UI among other things). */ - typedef struct TodoDir { int level; char *dir; diff --git a/source/blender/editors/space_node/node_relationships.c b/source/blender/editors/space_node/node_relationships.c index d31d1687e5e..76e424f9eca 100644 --- a/source/blender/editors/space_node/node_relationships.c +++ b/source/blender/editors/space_node/node_relationships.c @@ -1436,7 +1436,7 @@ static void node_parent_offset_apply(NodeInsertOfsData *data, bNode *parent, con #define NODE_INSOFS_ANIM_DURATION 0.25f /** - * Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similiar + * Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similar * to node_link_insert_offset_output_chain_cb below, but with slightly different logic */ static bool node_link_insert_offset_frame_chain_cb( diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index 49ac3881fab..0f05f4e52dd 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -1785,7 +1785,7 @@ float ED_view3d_radius_to_dist( lens = params.lens; sensor_size = BKE_camera_sensor_size(params.sensor_fit, params.sensor_x, params.sensor_y); - /* ignore 'rv3d->camzoom' because we wan't to fit to the cameras frame */ + /* ignore 'rv3d->camzoom' because we want to fit to the cameras frame */ zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB; } else { diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c index 1693fcb78d6..dc541c6da42 100644 --- a/source/blender/editors/transform/transform_generics.c +++ b/source/blender/editors/transform/transform_generics.c @@ -1831,7 +1831,7 @@ void calculateCenter(TransInfo *t) /* zfac is only used convertViewVec only in cases operator was invoked in RGN_TYPE_WINDOW * and never used in other cases. * - * We need special case here as well, since ED_view3d_calc_zfac will crahs when called + * We need special case here as well, since ED_view3d_calc_zfac will crash when called * for a region different from RGN_TYPE_WINDOW. */ if (t->ar->regiontype == RGN_TYPE_WINDOW) { diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c index 2eacb6c7c2e..867e862017f 100644 --- a/source/blender/editors/transform/transform_snap.c +++ b/source/blender/editors/transform/transform_snap.c @@ -1854,7 +1854,7 @@ static bool snapObject(Scene *scene, short snap_mode, ARegion *ar, Object *ob, f do_bb = false; } else { - /* in this case we wan't the mesh from the editmesh, avoids stale data. see: T45978. + /* in this case we want the mesh from the editmesh, avoids stale data. see: T45978. * still set the 'em' to NULL, since we only want the 'dm'. */ em = BKE_editmesh_from_object(ob); if (em) { diff --git a/source/blender/freestyle/intern/geometry/GeomUtils.h b/source/blender/freestyle/intern/geometry/GeomUtils.h index 64aa6379e80..5a5d0809083 100644 --- a/source/blender/freestyle/intern/geometry/GeomUtils.h +++ b/source/blender/freestyle/intern/geometry/GeomUtils.h @@ -200,7 +200,7 @@ void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4] void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4]); /*! From retina to image. - * Returns the coordinates expressed in Image coorinates system. + * Returns the coordinates expressed in Image coordinates system. * p * point's coordinates expressed in retina system * q diff --git a/source/blender/freestyle/intern/winged_edge/WEdge.h b/source/blender/freestyle/intern/winged_edge/WEdge.h index f610f6965aa..8001342775b 100644 --- a/source/blender/freestyle/intern/winged_edge/WEdge.h +++ b/source/blender/freestyle/intern/winged_edge/WEdge.h @@ -989,7 +989,7 @@ public: } /*! For triangles, returns the edge opposite to the vertex in e. - * returns flase if the face is not a triangle or if the vertex is not found + * returns false if the face is not a triangle or if the vertex is not found */ bool getOppositeEdge (const WVertex *v, WOEdge *&e); diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index 74488e5928e..a6a34296ca2 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -1685,8 +1685,8 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const { #ifdef WITH_OPENSUBDIV /* TODO(sergey): used to add #version 150 to the geometry shader. - * Could safely be renamed to "use_geometry_code" since it's evry much - * liely any of geometry code will want to use GLSL 1.5. + * Could safely be renamed to "use_geometry_code" since it's very + * likely any of geometry code will want to use GLSL 1.5. */ bool use_opensubdiv = geocode != NULL; #else diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c index 51e611418aa..8894e071a3b 100644 --- a/source/blender/makesrna/intern/rna_nodetree.c +++ b/source/blender/makesrna/intern/rna_nodetree.c @@ -3011,7 +3011,7 @@ static int point_density_color_source_from_shader(NodeShaderTexPointDensity *sha } } -/* TODO(sergey): This functio nassumes allocated array was passed, +/* TODO(sergey): This function assumes allocated array was passed, * works fine with Cycles via C++ RNA, but fails with call from python. */ void rna_ShaderNodePointDensity_density_calc(bNode *self, Scene *scene, int *length, float **values) diff --git a/source/blender/python/bmesh/bmesh_py_ops_call.c b/source/blender/python/bmesh/bmesh_py_ops_call.c index a4c057acac2..1dc70c3d288 100644 --- a/source/blender/python/bmesh/bmesh_py_ops_call.c +++ b/source/blender/python/bmesh/bmesh_py_ops_call.c @@ -27,7 +27,7 @@ * \ingroup pybmesh * * This file provides __call__ aka BPy_BMO_call for - * the bmesh operatorand has been given its own file + * the bmesh operator and has been given its own file * because argument conversion is involved. */ diff --git a/source/blender/python/mathutils/mathutils.c b/source/blender/python/mathutils/mathutils.c index 16d8d6477a5..635090869ea 100644 --- a/source/blender/python/mathutils/mathutils.c +++ b/source/blender/python/mathutils/mathutils.c @@ -355,7 +355,7 @@ int mathutils_any_to_rotmat(float rmat[3][3], PyObject *value, const char *error /* XXX We may want to use 'safer' BLI's compare_ff_relative ultimately? * LomontRRDCompare4() is an optimized version of Dawson's AlmostEqual2sComplement() (see [1] and [2]). * Dawson himself now claims this is not a 'safe' thing to do (pushing ULP method beyond its limits), - * an recommands using work from [3] instead, which is done in BLI func... + * an recommends using work from [3] instead, which is done in BLI func... * * [1] http://www.randydillon.org/Papers/2007/everfast.htm * [2] http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm diff --git a/source/creator/creator.c b/source/creator/creator.c index ef52b39cc33..9d4d57b4134 100644 --- a/source/creator/creator.c +++ b/source/creator/creator.c @@ -1557,7 +1557,7 @@ static void setupArguments(bContext *C, bArgs *ba, SYS_SystemHandle *syshandle) BLI_argsAdd(ba, 1, NULL, "--debug-jobs", "\n\tEnable time profiling for background jobs.", debug_mode_generic, (void *)G_DEBUG_JOBS); BLI_argsAdd(ba, 1, NULL, "--debug-gpu", "\n\tEnable gpu debug context and information for OpenGL 4.3+.", debug_mode_generic, (void *)G_DEBUG_GPU); BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph", "\n\tEnable debug messages from dependency graph", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH); - BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph-no-threads", "\n\tSwitch dependency graph to a single threaded evlauation", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH_NO_THREADS); + BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph-no-threads", "\n\tSwitch dependency graph to a single threaded evaluation", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH_NO_THREADS); BLI_argsAdd(ba, 1, NULL, "--debug-gpumem", "\n\tEnable GPU memory stats in status bar", debug_mode_generic, (void *)G_DEBUG_GPU_MEM); BLI_argsAdd(ba, 1, NULL, "--enable-new-depsgraph", "\n\tUse new dependency graph", depsgraph_use_new, NULL); diff --git a/source/gameengine/Expressions/intern/PyObjectPlus.cpp b/source/gameengine/Expressions/intern/PyObjectPlus.cpp index 3df175668ad..de45bee76a7 100644 --- a/source/gameengine/Expressions/intern/PyObjectPlus.cpp +++ b/source/gameengine/Expressions/intern/PyObjectPlus.cpp @@ -80,7 +80,7 @@ void PyObjectPlus::ProcessReplica() } /* Sometimes we might want to manually invalidate a BGE type even if - * it hasnt been released by the BGE, say for example when an object + * it hasn't been released by the BGE, say for example when an object * is removed from a scene, accessing it may cause problems. * * In this case the current proxy is made invalid, disowned, -- cgit v1.2.3