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Cleanup: spelling & repeated terms
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235d615f5a
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17 changed files with 25 additions and 26 deletions
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@ -730,7 +730,7 @@ endif()
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# HIP RT module
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if(WITH_CYCLES_DEVICE_HIPRT)
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set(HIPRT_COMPILER_PARALLEL_JOBS 1 CACHE STRING "Number of parallel compiler instances to use for for HIP-RT kernels")
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set(HIPRT_COMPILER_PARALLEL_JOBS 1 CACHE STRING "Number of parallel compiler instances to use for HIP-RT kernels")
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mark_as_advanced(HIPRT_COMPILER_PARALLEL_JOBS)
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set(bvh_file ${CMAKE_CURRENT_BINARY_DIR}/hiprt${HIPRT_VERSION}_${HIP_VERSION_SHORT}_amd.hipfb)
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@ -856,7 +856,7 @@ class Channelbag : public ::ActionChannelbag {
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/**
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* Create an F-Curve, but only if it doesn't exist yet in this Channelbag.
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*
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* \return the F-Curve it it was created, or nullptr if it already existed.
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* \return the F-Curve was created, or nullptr if it already existed.
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*
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* \param bmain: Used to tag the dependency graph(s) for relationship
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* rebuilding. This is necessary when adding a new F-Curve, as a
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@ -1026,7 +1026,7 @@ class Channelbag : public ::ActionChannelbag {
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bool fcurve_assign_to_channel_group(FCurve &fcurve, bActionGroup &to_group);
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/**
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* Removes the the given FCurve from the channel group it's in, if any.
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* Removes the given FCurve from the channel group it's in, if any.
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*
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* As part of removing `fcurve` from its group, `fcurve` is moved to the end
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* of the fcurve array. However, if `fcurve` is already ungrouped then this
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@ -151,7 +151,7 @@ TEST_F(NLASlottedActionTest, assign_slot_to_multiple_strips)
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EXPECT_STREQ(strip1->last_slot_identifier, slot.identifier);
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EXPECT_EQ(slot.idtype, ID_OB);
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/* Assign another slot slot 'manually'. */
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/* Assign another slot 'manually'. */
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Slot &other_slot = action->slot_add();
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EXPECT_EQ(nla::assign_action_slot(*strip1, &other_slot, cube->id),
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ActionSlotAssignmentResult::OK);
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@ -99,7 +99,7 @@ BMEditMesh *BKE_editmesh_from_object(Object *ob);
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/**
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* Return whether the evaluated mesh is a "descendant" of the original mesh: whether it is a
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* version of the original mesh propagated during evaluation. This will be false if the mesh was
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* taken from from an different object during evaluation, with the object info node for example.
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* taken from an different object during evaluation, with the object info node for example.
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*/
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bool BKE_editmesh_eval_orig_map_available(const Mesh &mesh_eval, const Mesh *mesh_orig);
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@ -566,14 +566,14 @@ Span<float3> vert_positions_eval_from_eval(const Object &object_eval);
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/**
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* Retrieve write access to the evaluated deform positions, or the original object positions if
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* there are no deformation modifiers. Writing the the evaluated positions is necessary because
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* there are no deformation modifiers. Writing the evaluated positions is necessary because
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* they are used for drawing and we don't run a full dependency graph update whenever they are
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* changed.
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*/
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MutableSpan<float3> vert_positions_eval_for_write(const Depsgraph &depsgraph, Object &object_orig);
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/**
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* Return the vertex normals corresponding the the positions from #vert_positions_eval. This may be
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* Return the vertex normals corresponding the positions from #vert_positions_eval. This may be
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* a reference to the normals cache on the original mesh.
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*/
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Span<float3> vert_normals_eval(const Depsgraph &depsgraph, const Object &object_orig);
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@ -619,7 +619,7 @@ static void rotate_to_plane(const JoinEdgesState &s,
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* the four vertices of quad_a. Instead, They are four unit vectors, aligned
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* parallel to the respective edge loop of quad_a.
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* \param quad_b_verts: an array of four vertices, giving the four corners of `quad_b`.
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* \param l_shared: a loop known to be one of the the common manifold loops that is
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* \param l_shared: a loop known to be one of the common manifold loops that is
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* shared between the two quads. This is used as a 'hinge' to flatten the two
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* quads into the same plane as much as possible.
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* \param plane_normal: The normal vector of quad_a.
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@ -669,7 +669,7 @@ static float compute_alignment(const JoinEdgesState &s,
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normalize_v3(quad_b_vecs[2]);
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normalize_v3(quad_b_vecs[3]);
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/* Given that we're not certain of how the the first loop of the quad and the first loop
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/* Given that we're not certain of how the first loop of the quad and the first loop
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* of the proposed merge quad relate to each other, there are four possible combinations
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* to check, to test that the neighbor face and the merged face have good alignment.
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*
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@ -680,7 +680,7 @@ static float compute_alignment(const JoinEdgesState &s,
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*
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* Instead, this code does the math twice, then it just flips each component by 180 degrees to
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* pick up the other two cases. Four extra angle tests aren't that much worse than optimal.
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* Brute forcing the math and ending up with with clear and understandable code is better. */
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* Brute forcing the math and ending up with clear and understandable code is better. */
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float error[4] = {0.0f};
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for (int i = 0; i < ARRAY_SIZE(error); i++) {
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@ -732,7 +732,7 @@ static float compute_alignment(const JoinEdgesState &s,
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* even though there might be an alternate quad with lower numerical error.
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*
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* This algorithm reduces the error of a given edge based on three factors:
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* - The error of the neighboring quad. The the better the neighbor quad, the more the impact.
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* - The error of the neighboring quad. The better the neighbor quad, the more the impact.
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* - The alignment of the proposed new quad the existing quad.
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* Grids of rectangles or trapezoids improve well. Trapezoids and diamonds are left alone.
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* - topology_influence. The higher the operator parameter is set, the more the impact.
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@ -1024,7 +1024,7 @@ void bmo_join_triangles_exec(BMesh *bm, BMOperator *op)
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}
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}
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/* Go through all the the faces of the input slot, this time to find quads.
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/* Go through all the faces of the input slot, this time to find quads.
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* Improve the candidates around any preexisting quads in the mesh.
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*
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* NOTE: This unfortunately misses any quads which are not selected, but
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@ -1045,7 +1045,7 @@ void bmo_join_triangles_exec(BMesh *bm, BMOperator *op)
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* allow them to have an especially strong influence on the resulting mesh.
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* At a topology influence of 200%, they're considered to be *almost perfect* quads
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* regardless of their actual error. Either way, the multiplier is never completely
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* allowed to reach reach zero. Instead, 1% of the original error is preserved...
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* allowed to reach zero. Instead, 1% of the original error is preserved...
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* which is enough to maintain the relative priority sorting between existing quads. */
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f_error *= (2.0f - (s.topo_influnce * maximum_improvement));
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@ -206,7 +206,7 @@ class Result {
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* the size of the given domain, and set the domain of the result to the given domain.
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*
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* If from_pool is true, the texture will be allocated from the texture pool of the context,
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* otherwise, a new texture will be allocated. Pooling should not be be used for persistent
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* otherwise, a new texture will be allocated. Pooling should not be used for persistent
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* results that might span more than one evaluation, like cached resources. While pooling should
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* be used for most other cases where the result will be allocated then later released in the
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* same evaluation.
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@ -211,8 +211,8 @@ void ShadingView::update_view()
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float4x4 winmat = main_view_.winmat();
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if (film.scaling_factor_get() > 1) {
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/* This whole section ensures that the render target pixel grid will match the film pixel pixel
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* grid. Otherwise the weight computation inside the film accumulation will be wrong. */
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/* This whole section ensures that the render target pixel grid will match the film pixel grid.
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* Otherwise the weight computation inside the film accumulation will be wrong. */
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float left, right, bottom, top, near, far;
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projmat_dimensions(winmat.ptr(), &left, &right, &bottom, &top, &near, &far);
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@ -5,7 +5,7 @@
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/**
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* Extrude shadow casters along their silhouette edge.
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* Manifold meshes only generate one quad per silhouette edge.
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* Non-Manifold meshes generate one quad on their non manifold edges (border edges) and and two
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* Non-Manifold meshes generate one quad on their non manifold edges (border edges) and two
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* quad on their silhouette edge (non-border edges) which we consider "manifold".
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*
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* This shader uses line adjacency primitive to know the geometric normals of neighbor faces.
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@ -103,7 +103,7 @@ DRWViewData *DRW_view_data_create(ListBase *engine_types);
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void DRW_view_data_free(DRWViewData *view_data);
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/* Returns a TextureFromPool stored in the given view data for the pass identified by the given
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* pass name. Engines should call call this function for each of the passes needed by the viewport
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* pass name. Engines should call this function for each of the passes needed by the viewport
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* compositor in every redraw, then it should allocate the texture and write the pass data to it.
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* The texture should cover the entire viewport. */
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blender::draw::TextureFromPool &DRW_view_data_pass_texture_get(DRWViewData *view_data,
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@ -373,7 +373,7 @@ void remove_selected_points_in_active_layer(Span<PointsRange> ranges_selected,
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mask_content.extend(range_content);
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}
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/* remove_points requires the the indices in the mask to be sorted */
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/* remove_points requires the indices in the mask to be sorted */
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std::sort(mask_content.begin(), mask_content.end());
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IndexMask mask = IndexMask::from_indices(mask_content.as_span(), memory);
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@ -54,7 +54,7 @@ float (*point_normals_array_create(const Curves *curves_id))[3];
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Span<StringRef> get_curves_selection_attribute_names(const bke::CurvesGeometry &curves);
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/**
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* Get get writable positions per selection attribute for given curve.
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* Get writable positions per selection attribute for given curve.
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*/
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Vector<MutableSpan<float3>> get_curves_positions_for_write(bke::CurvesGeometry &curves);
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@ -355,7 +355,7 @@ static void restore_position_mesh(Object &object,
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const Span<int> verts = unode.vert_indices.as_span().take_front(unode.unique_verts_num);
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if (unode.orig_position.is_empty()) {
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/* When original positions aren't written separately in the the undo step, there are no
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/* When original positions aren't written separately in the undo step, there are no
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* deform modifiers. Therefore the original and evaluated deform positions will be the
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* same, and modifying the positions from the original mesh is enough. */
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swap_indexed_data(
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@ -585,7 +585,7 @@ void ED_view3d_smooth_view_force_finish_no_camera_lock(const Depsgraph *depsgrap
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/* NOTE(@ideasman42): Ideally we would *always* apply the camera lock.
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* Failing to do so results in incorrect behavior when a user performs
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* a camera-locked view-port manipulation & immediately enters enters local-view
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* a camera-locked view-port manipulation & immediately enters local-view
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* before the operation is completed.
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* In this case the camera isn't key-framed when it should be.
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*
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@ -568,8 +568,7 @@ std::string get_relative_path(const std::string &path, const std::string &anchor
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return rel_path + 2;
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}
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/* if we got here, the paths may be URIs or files on on the
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* file system. */
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/* If we got here, the paths may be URIs or files on the file system. */
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/* We don't have a library to compute relative paths for URIs
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* so we use the standard file-system calls to do so. This
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@ -63,7 +63,7 @@ struct GeometryNodesEvalDependencies {
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void add_object(Object *object, const ObjectDependencyInfo &object_deps = all_object_deps);
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/**
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* Add all the given given dependencies to this one.
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* Add all the given dependencies to this one.
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*/
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void merge(const GeometryNodesEvalDependencies &other);
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@ -1893,7 +1893,7 @@ if(WIN32)
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endif()
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endif()
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# `vcpkg` substitutes our libraries with theirs, which will cause issues when you you run
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# `vcpkg` substitutes our libraries with theirs, which will cause issues when you run
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# these builds on other systems due to missing DLL's. So we opt out the use of `vcpkg`.
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if(WIN32)
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set_target_properties(blender PROPERTIES VS_GLOBAL_VcpkgEnabled "false")
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