From d023c4104cb642c839d5868411a3b719f3528421 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 11 Sep 2020 14:45:42 +1000 Subject: Cleanup: spelling, correct comments --- source/blender/blenkernel/intern/softbody.c | 2 +- source/blender/blenlib/intern/math_matrix.c | 6 +++--- source/blender/blenloader/intern/readfile.c | 4 ++-- source/blender/bmesh/bmesh.h | 2 +- source/blender/depsgraph/intern/depsgraph_physics.cc | 2 +- source/blender/editors/curve/editcurve.c | 9 ++++----- source/blender/editors/object/object_constraint.c | 12 ++++++++---- source/blender/gpu/opengl/gl_debug.cc | 2 +- source/blender/modifiers/intern/MOD_meshcache_mdd.c | 4 ++-- source/blender/python/gpu/gpu_py_shader.c | 8 ++++---- 10 files changed, 27 insertions(+), 24 deletions(-) (limited to 'source') diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 88b32e194cf..9cf5ef85850 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -3014,7 +3014,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob) * * a: never ever make tangent handles (sub) and or (ob)ject to collision. * b: rather calculate them using some C2 - * (C2= continuous in second derivate -> no jump in bending ) condition. + * (C2= continuous in second derivative -> no jump in bending ) condition. * * Not too hard to do, but needs some more code to care for; * some one may want look at it (JOW 2010/06/12). */ diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c index 08c7d3b1e91..6727e6a337d 100644 --- a/source/blender/blenlib/intern/math_matrix.c +++ b/source/blender/blenlib/intern/math_matrix.c @@ -2616,9 +2616,9 @@ void print_m4(const char *str, const float m[4][4]) * * Compute the Single Value Decomposition of an arbitrary matrix A * That is compute the 3 matrices U,W,V with U column orthogonal (m,n) - * ,W a diagonal matrix and V an orthogonal square matrix s.t. - * A = U.W.Vt. From this decomposition it is trivial to compute the - * (pseudo-inverse) of A as Ainv = V.Winv.tranpose(U). + * ,W a diagonal matrix and V an orthogonal square matrix `s.t.A = U.W.Vt`. + * From this decomposition it is trivial to compute the (pseudo-inverse) + * of `A` as `Ainv = V.Winv.transpose(U)`. */ void svd_m4(float U[4][4], float s[4], float V[4][4], float A_[4][4]) diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c index 3d42330dd4f..b9f94b08558 100644 --- a/source/blender/blenloader/intern/readfile.c +++ b/source/blender/blenloader/intern/readfile.c @@ -7311,8 +7311,8 @@ static void lib_link_all(FileData *fd, Main *bmain) lib_link_object(&reader, (Object *)id); break; case ID_SCR: - /* DO NOT skip screens here, - * 3D viewport may contains pointers to other ID data (like bgpic)! See T41411. */ + /* DO NOT skip screens here, 3D viewport may contains pointers + * to other ID data (like #View3D.ob_center)! See T41411. */ lib_link_screen(&reader, (bScreen *)id); break; case ID_PA: diff --git a/source/blender/bmesh/bmesh.h b/source/blender/bmesh/bmesh.h index 5f5d6baaba2..9199801d1a1 100644 --- a/source/blender/bmesh/bmesh.h +++ b/source/blender/bmesh/bmesh.h @@ -41,7 +41,7 @@ * \subsection bm_faces Faces * * Faces in BMesh are stored as a circular linked list of loops. Loops store per-face-vertex data - * (amongst other things outlined later in this document), and define the face boundary. + * (among other things outlined later in this document), and define the face boundary. * \subsection bm_loop The Loop * * Loops can be thought of as a *face-corner*, since faces don't reference verts or edges directly. diff --git a/source/blender/depsgraph/intern/depsgraph_physics.cc b/source/blender/depsgraph/intern/depsgraph_physics.cc index bc73700e1ba..0b8203ab05f 100644 --- a/source/blender/depsgraph/intern/depsgraph_physics.cc +++ b/source/blender/depsgraph/intern/depsgraph_physics.cc @@ -96,7 +96,7 @@ ListBase *DEG_get_collision_relations(const Depsgraph *graph, if (hash == nullptr) { return nullptr; } - /* Note: nullptr is a valid loolup key here as it means that the relation is not bound to a + /* Note: nullptr is a valid lookup key here as it means that the relation is not bound to a * specific collection. */ ID *collection_orig = DEG_get_original_id(object_id_safe(collection)); return hash->lookup_default(collection_orig, nullptr); diff --git a/source/blender/editors/curve/editcurve.c b/source/blender/editors/curve/editcurve.c index 2b3df79476a..e6815582a04 100644 --- a/source/blender/editors/curve/editcurve.c +++ b/source/blender/editors/curve/editcurve.c @@ -3640,9 +3640,8 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts) * degree of the functions used to build the NURB. The * expression * - * degree = #knots - #controlpoints + 1 (J Walter piece) - * degree = #knots - #controlpoints (Blender - * implementation) + * `degree = knots - controlpoints + 1` (J Walter piece) + * `degree = knots - controlpoints` (Blender implementation) * ( this is confusing.... what is true? Another concern * is that the JW piece allows the curve to become * explicitly 1st order derivative discontinuous, while @@ -3651,12 +3650,12 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts) * is an invariant for a single NURB curve. Raising the degree * of the NURB is done elsewhere; the degree is assumed * constant during this operation. Degree is a property shared - * by all controlpoints in a curve (even though it is stored + * by all control-points in a curve (even though it is stored * per control point - this can be misleading). * Adding a knot is done by searching for the place in the * knot vector where a certain knot value must be inserted, or * by picking an appropriate knot value between two existing - * ones. The number of controlpoints that is influenced by the + * ones. The number of control-points that is influenced by the * insertion depends on the order of the curve. A certain * minimum number of knots is needed to form high-order * curves, as can be seen from the equation above. In Blender, diff --git a/source/blender/editors/object/object_constraint.c b/source/blender/editors/object/object_constraint.c index 8b10a865a68..85522209e29 100644 --- a/source/blender/editors/object/object_constraint.c +++ b/source/blender/editors/object/object_constraint.c @@ -80,8 +80,10 @@ /** \name Constraint Data Accessors * \{ */ -/* If object is in posemode, return active bone constraints, else object constraints. No - * constraints are returned for a bone on an inactive bonelayer. */ +/** + * If object is in pose-mode, return active bone constraints, else object constraints. + * No constraints are returned for a bone on an inactive bone-layer. + */ ListBase *ED_object_constraint_active_list(Object *ob) { if (ob == NULL) { @@ -103,8 +105,10 @@ ListBase *ED_object_constraint_active_list(Object *ob) return NULL; } -/* Get the constraints for the active pose bone. Bone may be on an inactive bonelayer (unlike - * ED_object_constraint_active_list, such constraints are not excluded here). */ +/** + * Get the constraints for the active pose bone. Bone may be on an inactive bone-layer + * (unlike #ED_object_constraint_active_list, such constraints are not excluded here). + */ ListBase *ED_object_pose_constraint_list(const bContext *C) { bPoseChannel *pose_bone = CTX_data_pointer_get(C, "active_pose_bone").data; diff --git a/source/blender/gpu/opengl/gl_debug.cc b/source/blender/gpu/opengl/gl_debug.cc index de88fdc154c..db99e90d0ec 100644 --- a/source/blender/gpu/opengl/gl_debug.cc +++ b/source/blender/gpu/opengl/gl_debug.cc @@ -243,7 +243,7 @@ void raise_gl_error(const char *info) /* -------------------------------------------------------------------- */ /** \name Object Label * - * Useful for debugging through renderdoc. Only defined if using --debug-gpu. + * Useful for debugging through render-doc. Only defined if using `--debug-gpu`. * Make sure to bind the object first so that it gets defined by the GL implementation. * \{ */ diff --git a/source/blender/modifiers/intern/MOD_meshcache_mdd.c b/source/blender/modifiers/intern/MOD_meshcache_mdd.c index cb150976ff5..d216c14ab43 100644 --- a/source/blender/modifiers/intern/MOD_meshcache_mdd.c +++ b/source/blender/modifiers/intern/MOD_meshcache_mdd.c @@ -65,13 +65,13 @@ static bool meshcache_read_mdd_head(FILE *fp, *err_str = "Invalid frame total"; return false; } - /* intentionally dont seek back */ + /* Intentionally don't seek back. */ return true; } /** - * Gets the index frange and factor + * Gets the index range and factor. */ static bool meshcache_read_mdd_range(FILE *fp, const int verts_tot, diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c index f9ff0558570..55753e91f14 100644 --- a/source/blender/python/gpu/gpu_py_shader.c +++ b/source/blender/python/gpu/gpu_py_shader.c @@ -607,12 +607,12 @@ PyDoc_STRVAR( " ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array`` and " "``GL_ARB_shader_draw_parameters``.\n" "\n" - " To debug shaders, use the --debug-gpu-shaders command line option" - " to see full GLSL shader compilation and linking errors.\n" + " To debug shaders, use the ``--debug-gpu-shaders`` command line option " + "to see full GLSL shader compilation and linking errors.\n" "\n" " For drawing user interface elements and gizmos, use " - " ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``" - " to transform the output sRGB colors to the framebuffer colorspace." + "``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)`` " + "to transform the output sRGB colors to the frame-buffer color-space." "\n" " :param vertexcode: Vertex shader code.\n" " :type vertexcode: str\n" -- cgit v1.2.3