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Cleanup: spelling in comments
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parent
05efd19982
commit
90b03d2344
14 changed files with 33 additions and 31 deletions
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@ -751,7 +751,7 @@ class SEQUENCER_MT_add(Menu):
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col = layout.column()
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col.menu("SEQUENCER_MT_add_transitions", icon='ARROW_LEFTRIGHT')
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# Enable for video transitions or sound crossfade.
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# Enable for video transitions or sound cross-fade.
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col.enabled = nonsound == 2 or (nonsound == 0 and total == 2)
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col = layout.column()
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@ -28,7 +28,7 @@ void pose_apply_action_all_bones(Object *ob,
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const AnimationEvalContext *anim_eval_context);
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/**
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* Evaluate the action and blend the result into the curent pose based on `blend_factor`.
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* Evaluate the action and blend the result into the current pose based on `blend_factor`.
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* Only FCurves that relate to selected bones are evaluated.
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*/
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void pose_apply_action_blend(Object *ob,
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@ -53,8 +53,10 @@ struct BoneInstanceData {
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BoneInstanceData() = default;
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/* Constructor used by metaball overlays and expected to be used for drawing
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* metaball edit circles with armature wire shader that produces wide-lines. */
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/**
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* Constructor used by meta-ball overlays and expected to be used for drawing
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* meta-ball edit circles with armature wire shader that produces wide-lines.
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*/
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BoneInstanceData(const float4x4 &ob_mat,
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const float3 &pos,
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const float radius,
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@ -143,11 +145,11 @@ struct State {
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bool hide_overlays = false;
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bool xray_enabled = false;
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bool xray_enabled_and_not_wire = false;
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/* Can be true even if Xray Alpha is 1.0. */
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/** Can be true even if X-ray Alpha is 1.0. */
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bool xray_flag_enabled = false;
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/* Brings the active pose armature in front of all objects. */
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/** Brings the active pose armature in front of all objects. */
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bool do_pose_xray = false;
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/* Add a veil on top of all surfaces to make the active pose armature pop out. */
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/** Add a veil on top of all surfaces to make the active pose armature pop out. */
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bool do_pose_fade_geom = false;
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float xray_opacity = 0.0f;
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short v3d_flag = 0; /* TODO: move to #View3DOverlay. */
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@ -157,7 +159,7 @@ struct State {
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float3 camera_forward = float3(0.0f);
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int clipping_plane_count = 0;
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/* Active Image properties. Only valid image space only. */
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/** Active Image properties. Only valid image space only. */
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bool is_image_valid = false;
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int2 image_size = int2(0);
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float2 image_uv_aspect = float2(0.0f);
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@ -173,17 +175,17 @@ struct State {
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/** Convenience functions. */
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/* Scene geometry is solid. Occlude overlays behind scene geometry. */
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/** Scene geometry is solid. Occlude overlays behind scene geometry. */
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bool is_solid() const
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{
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return xray_opacity == 1.0f;
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}
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/* Scene geometry is semi-transparent. Fade overlays behind scene geometry (see #XrayFade). */
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/** Scene geometry is semi-transparent. Fade overlays behind scene geometry (see #XrayFade). */
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bool is_xray() const
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{
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return (xray_opacity < 1.0f) && (xray_opacity > 0.0f);
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}
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/* Scene geometry is fully transparent. Scene geometry does not occlude overlays. */
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/** Scene geometry is fully transparent. Scene geometry does not occlude overlays. */
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bool is_wire() const
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{
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return xray_opacity == 0.0f;
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@ -1416,7 +1416,7 @@ static void VIEW2D_OT_zoom(wmOperatorType *ot)
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* -# RIGHTMOUSE - zoom out of view
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*
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* Currently, these key mappings are hardcoded, but it shouldn't be too important to
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* have custom keymappings for this.
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* have custom key-mappings for this.
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* \{ */
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static int view_borderzoom_exec(bContext *C, wmOperator *op)
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@ -1255,7 +1255,7 @@ static void opengl_render_startjob(void *customdata, wmJobWorkerStatus *worker_s
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}
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if (canceled) {
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/* Cancel task pool writing images async. */
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/* Cancel task pool writing images asynchronously. */
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oglrender->pool_ok = false;
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}
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}
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@ -358,7 +358,7 @@ static void outliner_header_region_listener(const wmRegionListenerParams *params
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ED_region_tag_redraw(region);
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break;
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case ND_LAYER:
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/* Not needed by blender itself, but requested by Addon devs. #109995 */
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/* Not needed by blender itself, but requested by add-on developers. #109995 */
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if ((wmn->subtype == NS_LAYER_COLLECTION) && (wmn->action == NA_ACTIVATED)) {
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ED_region_tag_redraw(region);
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}
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@ -460,12 +460,12 @@ void VKCommandBuilder::send_pipeline_barriers(VKCommandBufferInterface &command_
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VkPipelineStageFlagBits(barrier.src_stage_mask);
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VkPipelineStageFlags dst_stage_mask = barrier.dst_stage_mask;
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// TODO: this should be done during barrier extraction making within_rendering obsolete.
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/* TODO: this should be done during barrier extraction making within_rendering obsolete. */
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if (within_rendering) {
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/* See: VUID - vkCmdPipelineBarrier - srcStageMask - 09556
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* If vkCmdPipelineBarrier is called within a render pass instance started with
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* vkCmdBeginRendering, this command must only specify framebuffer-space stages in
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* srcStageMask and dstStageMask */
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/* See: VUID - `vkCmdPipelineBarrier` - `srcStageMask` - 09556
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* If `vkCmdPipelineBarrier` is called within a render pass instance started with
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* `vkCmdBeginRendering`, this command must only specify frame-buffer-space stages in
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* `srcStageMask` and `dstStageMask`. */
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src_stage_mask = dst_stage_mask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
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VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT |
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@ -167,7 +167,7 @@ class VKCommandBuilder {
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/** Barriers that will be recorded after a group is recorded. */
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Vector<Barriers> group_post_barriers_;
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/**
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* Barriers that will be recorded just befor the commands of a specific node are recorded. The
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* Barriers that will be recorded just before the commands of a specific node are recorded. The
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* barriers are stored per NodeHandle and in the same order as `Span<NodeHandle> nodes`.
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*/
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Vector<Barriers> node_pre_barriers_;
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@ -190,7 +190,7 @@ void VKDescriptorSetTracker::bind_input_attachment_resource(
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VK_REMAINING_ARRAY_LAYERS});
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}
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else {
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/* Fallback to renderpasses / subpasses. */
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/* Fallback to render-passes / sub-passes. */
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bind_image(VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
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VK_NULL_HANDLE,
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texture->image_view_get(resource_binding.arrayed, VKImageViewFlags::NO_SWIZZLING)
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@ -95,9 +95,9 @@ else()
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)
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endif()
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# OpenImageIO headers include Imath headers when there is no SSE support for
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# OpenImageIO headers include `Imath` headers when there is no SSE support for
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# matrix operations. This depends on the specific architecture and compiler
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# flags, most reliable is to always include the Imath headers if we have them.
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# flags, most reliable is to always include the `Imath` headers if we have them.
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if(DEFINED IMATH_INCLUDE_DIRS)
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list(APPEND INC_SYS
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${IMATH_INCLUDE_DIRS}
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@ -44,9 +44,9 @@ if(WITH_IMAGE_OPENEXR)
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)
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endif()
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# OpenImageIO headers include Imath headers when there is no SSE support for
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# OpenImageIO headers include `Imath` headers when there is no SSE support for
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# matrix operations. This depends on the specific architecture and compiler
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# flags, most reliable is to always include the Imath headers if we have them.
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# flags, most reliable is to always include the `Imath` headers if we have them.
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if(DEFINED IMATH_INCLUDE_DIRS)
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list(APPEND INC_SYS
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${IMATH_INCLUDE_DIRS}
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@ -287,9 +287,9 @@ static AVFormatContext *init_format_context_vpx_workarounds(const char *filepath
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return nullptr;
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}
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/* By default ffmpeg uses built-in VP8/VP9 decoders, however those do not detect
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* alpha channel (see ffmpeg trac issue #8344 https://trac.ffmpeg.org/ticket/8344).
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* The trick for VP8/VP9 is to explicitly force use of libvpx decoder.
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/* By default FFMPEG uses built-in VP8/VP9 decoders, however those do not detect
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* alpha channel (see FFMPEG issue #8344 https://trac.ffmpeg.org/ticket/8344).
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* The trick for VP8/VP9 is to explicitly force use of LIBVPX decoder.
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* Only do this where alpha_mode=1 metadata is set. Note that in order to work,
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* the previously initialized format context must be closed and a fresh one
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* with explicitly requested codec must be created. */
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@ -373,7 +373,7 @@ static int startffmpeg(MovieReader *anim)
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anim->frame_rate = av_guess_frame_rate(pFormatCtx, video_stream, nullptr);
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if (anim->never_seek_decode_one_frame) {
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/* Files that need this workaround have nonsensical frame rates too, resulting
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* in "millions of frames" if done through regular math. Treat framerate as 24/1 instead. */
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* in "millions of frames" if done through regular math. Treat frame-rate as 24/1 instead. */
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anim->frame_rate = {24, 1};
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}
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int frs_num = anim->frame_rate.num;
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@ -383,7 +383,7 @@ void RNA_def_property_boolean_negative_sdna(PropertyRNA *prop,
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* for the `0`-indexed item of the array.
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*
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* The maximum #len depends on the type of the DNA member, and the #booleanbit value. The left-most
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* bit is not usable (because bitshift operations over signed negative values are typically
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* bit is not usable (because bit-shift operations over signed negative values are typically
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* 'arithmetic', and not 'bitwise', in C++). So e.g. `31` for an `int32_t` with a `booleanbit`
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* value of `1 << 0`, and so on.
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*/
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@ -471,7 +471,7 @@ if(WITH_PYTHON)
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install(
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FILES ${CMAKE_SOURCE_DIR}/scripts/site/sitecustomize.py
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DESTINATION ${TARGETDIR_VER}/scripts/startup
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# Rename to avoid conflict with system sitecustomize.py
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# Rename to avoid conflict with system `sitecustomize.py`.
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RENAME bpy_site_customize.py
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)
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elseif(WITH_PYTHON_INSTALL)
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