Spelling Cleanup
[blender.git] / source / blender / editors / space_nla / nla_draw.c
index d7a1053f3c1762cc0d959e0880dfc5c19cfef2ef..0253f04a05de8cf658579a6a2b2dd9b1edaf855f 100644 (file)
@@ -172,7 +172,7 @@ static void nla_strip_get_color_inside (AnimData *adt, NlaStrip *strip, float co
                        color[2]= 0.86f;
                }
                else {
-                       /* normal, unselected strip - use (hardly noticable) blue tinge */
+                       /* normal, unselected strip - use (hardly noticeable) blue tinge */
                        // FIXME: hardcoded temp-hack colors
                        color[0]= 0.11f;
                        color[1]= 0.15f;
@@ -190,7 +190,7 @@ static void nla_strip_get_color_inside (AnimData *adt, NlaStrip *strip, float co
                        color[2]= 0.59f;
                }
                else {
-                       /* normal, unselected strip - use (hardly noticable) dark purple tinge */
+                       /* normal, unselected strip - use (hardly noticeable) dark purple tinge */
                        // FIXME: hardcoded temp-hack colors
                        color[0]= 0.20f;
                        color[1]= 0.15f;
@@ -207,7 +207,7 @@ static void nla_strip_get_color_inside (AnimData *adt, NlaStrip *strip, float co
                        color[2]= 0.48f;
                }
                else {
-                       /* normal, unselected strip - use (hardly noticable) teal tinge */
+                       /* normal, unselected strip - use (hardly noticeable) teal tinge */
                        // FIXME: hardcoded temp-hack colors
                        color[0]= 0.17f;
                        color[1]= 0.24f;
@@ -813,7 +813,7 @@ static void draw_nla_channel_list_gl (bAnimContext *ac, ListBase *anim_data, Vie
                                        /* only on top two corners, to show that this channel sits on top of the preceding ones */
                                        uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
                                        
-                                       /* draw slightly shifted up vertically to look like it has more separtion from other channels,
+                                       /* draw slightly shifted up vertically to look like it has more separation from other channels,
                                         * but we then need to slightly shorten it so that it doesn't look like it overlaps
                                         */
                                        uiDrawBox(GL_POLYGON, x+offset,  yminc+NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc+NLACHANNEL_SKIP-1, 8);