Cleanup: spelling & repeated terms

This commit is contained in:
Campbell Barton 2025-01-07 13:20:19 +11:00
parent 235d615f5a
commit 5003253aca
17 changed files with 25 additions and 26 deletions

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@ -730,7 +730,7 @@ endif()
# HIP RT module
if(WITH_CYCLES_DEVICE_HIPRT)
set(HIPRT_COMPILER_PARALLEL_JOBS 1 CACHE STRING "Number of parallel compiler instances to use for for HIP-RT kernels")
set(HIPRT_COMPILER_PARALLEL_JOBS 1 CACHE STRING "Number of parallel compiler instances to use for HIP-RT kernels")
mark_as_advanced(HIPRT_COMPILER_PARALLEL_JOBS)
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 {
/**
* Create an F-Curve, but only if it doesn't exist yet in this Channelbag.
*
* \return the F-Curve it it was created, or nullptr if it already existed.
* \return the F-Curve was created, or nullptr if it already existed.
*
* \param bmain: Used to tag the dependency graph(s) for relationship
* rebuilding. This is necessary when adding a new F-Curve, as a
@ -1026,7 +1026,7 @@ class Channelbag : public ::ActionChannelbag {
bool fcurve_assign_to_channel_group(FCurve &fcurve, bActionGroup &to_group);
/**
* Removes the the given FCurve from the channel group it's in, if any.
* Removes the given FCurve from the channel group it's in, if any.
*
* As part of removing `fcurve` from its group, `fcurve` is moved to the end
* 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)
EXPECT_STREQ(strip1->last_slot_identifier, slot.identifier);
EXPECT_EQ(slot.idtype, ID_OB);
/* Assign another slot slot 'manually'. */
/* Assign another slot 'manually'. */
Slot &other_slot = action->slot_add();
EXPECT_EQ(nla::assign_action_slot(*strip1, &other_slot, cube->id),
ActionSlotAssignmentResult::OK);

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@ -99,7 +99,7 @@ BMEditMesh *BKE_editmesh_from_object(Object *ob);
/**
* Return whether the evaluated mesh is a "descendant" of the original mesh: whether it is a
* version of the original mesh propagated during evaluation. This will be false if the mesh was
* taken from from an different object during evaluation, with the object info node for example.
* taken from an different object during evaluation, with the object info node for example.
*/
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);
/**
* Retrieve write access to the evaluated deform positions, or the original object positions if
* there are no deformation modifiers. Writing the the evaluated positions is necessary because
* there are no deformation modifiers. Writing the evaluated positions is necessary because
* they are used for drawing and we don't run a full dependency graph update whenever they are
* changed.
*/
MutableSpan<float3> vert_positions_eval_for_write(const Depsgraph &depsgraph, Object &object_orig);
/**
* Return the vertex normals corresponding the the positions from #vert_positions_eval. This may be
* Return the vertex normals corresponding the positions from #vert_positions_eval. This may be
* a reference to the normals cache on the original mesh.
*/
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,
* the four vertices of quad_a. Instead, They are four unit vectors, aligned
* parallel to the respective edge loop of quad_a.
* \param quad_b_verts: an array of four vertices, giving the four corners of `quad_b`.
* \param l_shared: a loop known to be one of the the common manifold loops that is
* \param l_shared: a loop known to be one of the common manifold loops that is
* shared between the two quads. This is used as a 'hinge' to flatten the two
* quads into the same plane as much as possible.
* \param plane_normal: The normal vector of quad_a.
@ -669,7 +669,7 @@ static float compute_alignment(const JoinEdgesState &s,
normalize_v3(quad_b_vecs[2]);
normalize_v3(quad_b_vecs[3]);
/* Given that we're not certain of how the the first loop of the quad and the first loop
/* Given that we're not certain of how the first loop of the quad and the first loop
* of the proposed merge quad relate to each other, there are four possible combinations
* to check, to test that the neighbor face and the merged face have good alignment.
*
@ -680,7 +680,7 @@ static float compute_alignment(const JoinEdgesState &s,
*
* Instead, this code does the math twice, then it just flips each component by 180 degrees to
* pick up the other two cases. Four extra angle tests aren't that much worse than optimal.
* Brute forcing the math and ending up with with clear and understandable code is better. */
* Brute forcing the math and ending up with clear and understandable code is better. */
float error[4] = {0.0f};
for (int i = 0; i < ARRAY_SIZE(error); i++) {
@ -732,7 +732,7 @@ static float compute_alignment(const JoinEdgesState &s,
* even though there might be an alternate quad with lower numerical error.
*
* This algorithm reduces the error of a given edge based on three factors:
* - The error of the neighboring quad. The the better the neighbor quad, the more the impact.
* - The error of the neighboring quad. The better the neighbor quad, the more the impact.
* - The alignment of the proposed new quad the existing quad.
* Grids of rectangles or trapezoids improve well. Trapezoids and diamonds are left alone.
* - topology_influence. The higher the operator parameter is set, the more the impact.
@ -1024,7 +1024,7 @@ void bmo_join_triangles_exec(BMesh *bm, BMOperator *op)
}
}
/* Go through all the the faces of the input slot, this time to find quads.
/* Go through all the faces of the input slot, this time to find quads.
* Improve the candidates around any preexisting quads in the mesh.
*
* NOTE: This unfortunately misses any quads which are not selected, but
@ -1045,7 +1045,7 @@ void bmo_join_triangles_exec(BMesh *bm, BMOperator *op)
* allow them to have an especially strong influence on the resulting mesh.
* At a topology influence of 200%, they're considered to be *almost perfect* quads
* regardless of their actual error. Either way, the multiplier is never completely
* allowed to reach reach zero. Instead, 1% of the original error is preserved...
* allowed to reach zero. Instead, 1% of the original error is preserved...
* which is enough to maintain the relative priority sorting between existing quads. */
f_error *= (2.0f - (s.topo_influnce * maximum_improvement));

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@ -206,7 +206,7 @@ class Result {
* the size of the given domain, and set the domain of the result to the given domain.
*
* If from_pool is true, the texture will be allocated from the texture pool of the context,
* otherwise, a new texture will be allocated. Pooling should not be be used for persistent
* otherwise, a new texture will be allocated. Pooling should not be used for persistent
* results that might span more than one evaluation, like cached resources. While pooling should
* be used for most other cases where the result will be allocated then later released in the
* same evaluation.

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@ -211,8 +211,8 @@ void ShadingView::update_view()
float4x4 winmat = main_view_.winmat();
if (film.scaling_factor_get() > 1) {
/* This whole section ensures that the render target pixel grid will match the film pixel pixel
* grid. Otherwise the weight computation inside the film accumulation will be wrong. */
/* This whole section ensures that the render target pixel grid will match the film pixel grid.
* Otherwise the weight computation inside the film accumulation will be wrong. */
float left, right, bottom, top, near, far;
projmat_dimensions(winmat.ptr(), &left, &right, &bottom, &top, &near, &far);

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@ -5,7 +5,7 @@
/**
* Extrude shadow casters along their silhouette edge.
* Manifold meshes only generate one quad per silhouette edge.
* Non-Manifold meshes generate one quad on their non manifold edges (border edges) and and two
* Non-Manifold meshes generate one quad on their non manifold edges (border edges) and two
* quad on their silhouette edge (non-border edges) which we consider "manifold".
*
* 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);
void DRW_view_data_free(DRWViewData *view_data);
/* Returns a TextureFromPool stored in the given view data for the pass identified by the given
* pass name. Engines should call call this function for each of the passes needed by the viewport
* pass name. Engines should call this function for each of the passes needed by the viewport
* compositor in every redraw, then it should allocate the texture and write the pass data to it.
* The texture should cover the entire viewport. */
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,
mask_content.extend(range_content);
}
/* remove_points requires the the indices in the mask to be sorted */
/* remove_points requires the indices in the mask to be sorted */
std::sort(mask_content.begin(), mask_content.end());
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];
Span<StringRef> get_curves_selection_attribute_names(const bke::CurvesGeometry &curves);
/**
* Get get writable positions per selection attribute for given curve.
* Get writable positions per selection attribute for given curve.
*/
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,
const Span<int> verts = unode.vert_indices.as_span().take_front(unode.unique_verts_num);
if (unode.orig_position.is_empty()) {
/* When original positions aren't written separately in the the undo step, there are no
/* When original positions aren't written separately in the undo step, there are no
* deform modifiers. Therefore the original and evaluated deform positions will be the
* same, and modifying the positions from the original mesh is enough. */
swap_indexed_data(

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@ -585,7 +585,7 @@ void ED_view3d_smooth_view_force_finish_no_camera_lock(const Depsgraph *depsgrap
/* NOTE(@ideasman42): Ideally we would *always* apply the camera lock.
* Failing to do so results in incorrect behavior when a user performs
* a camera-locked view-port manipulation & immediately enters enters local-view
* a camera-locked view-port manipulation & immediately enters local-view
* before the operation is completed.
* In this case the camera isn't key-framed when it should be.
*

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@ -568,8 +568,7 @@ std::string get_relative_path(const std::string &path, const std::string &anchor
return rel_path + 2;
}
/* if we got here, the paths may be URIs or files on on the
* file system. */
/* If we got here, the paths may be URIs or files on the file system. */
/* We don't have a library to compute relative paths for URIs
* so we use the standard file-system calls to do so. This

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@ -63,7 +63,7 @@ struct GeometryNodesEvalDependencies {
void add_object(Object *object, const ObjectDependencyInfo &object_deps = all_object_deps);
/**
* Add all the given given dependencies to this one.
* Add all the given dependencies to this one.
*/
void merge(const GeometryNodesEvalDependencies &other);

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@ -1893,7 +1893,7 @@ if(WIN32)
endif()
endif()
# `vcpkg` substitutes our libraries with theirs, which will cause issues when you you run
# `vcpkg` substitutes our libraries with theirs, which will cause issues when you run
# these builds on other systems due to missing DLL's. So we opt out the use of `vcpkg`.
if(WIN32)
set_target_properties(blender PROPERTIES VS_GLOBAL_VcpkgEnabled "false")