cleanup: spelling, comments, alignment
[blender.git] / source / gameengine / Rasterizer / RAS_BucketManager.cpp
index d131891cb9074e902cb51b86abc5677012d5f934..deca7cbed9f39d2ee67aa96ecb4399d1ed88acd5 100644 (file)
@@ -125,7 +125,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
        {
                RAS_MaterialBucket* bucket = *bit;
                RAS_MeshSlot* ms;
-               // remove the mesh slot form the list, it culls them automatically for next frame
+               // remove the mesh slot from the list, it culls them automatically for next frame
                while ((ms = bucket->GetNextActiveMeshSlot())) {
                        slots[i++].set(ms, bucket, pnorm);
                }
@@ -157,7 +157,7 @@ void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_
                        sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
 
                // make this mesh slot culled automatically for next frame
-               // it will be culled out by frustrum culling
+               // it will be culled out by frustum culling
                sit->m_ms->SetCulled(true);
        }
 
@@ -174,14 +174,14 @@ void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_
 #if 1
                RAS_MaterialBucket* bucket = *bit;
                RAS_MeshSlot* ms;
-               // remove the mesh slot form the list, it culls them automatically for next frame
+               // remove the mesh slot from the list, it culls them automatically for next frame
                while ((ms = bucket->GetNextActiveMeshSlot())) {
                        rasty->SetClientObject(ms->m_clientObj);
                        while (bucket->ActivateMaterial(cameratrans, rasty))
                                bucket->RenderMeshSlot(cameratrans, rasty, *ms);
 
                        // make this mesh slot culled automatically for next frame
-                       // it will be culled out by frustrum culling
+                       // it will be culled out by frustum culling
                        ms->SetCulled(true);
                }
 #else
@@ -196,7 +196,7 @@ void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_
                                (*bit)->RenderMeshSlot(cameratrans, rasty, *mit);
 
                        // make this mesh slot culled automatically for next frame
-                       // it will be culled out by frustrum culling
+                       // it will be culled out by frustum culling
                        mit->SetCulled(true);
                }
 #endif
@@ -367,7 +367,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat)
 
 void RAS_BucketManager::MergeBucketManager(RAS_BucketManager *other, SCA_IScene *scene)
 {
-       /* concatinate lists */
+       /* concatenate lists */
        // printf("BEFORE %d %d\n", GetSolidBuckets().size(), GetAlphaBuckets().size());
 
        GetSolidBuckets().insert( GetSolidBuckets().end(), other->GetSolidBuckets().begin(), other->GetSolidBuckets().end() );