am learning bad spelling from blender. grr
authorCampbell Barton <ideasman42@gmail.com>
Tue, 26 Jan 2010 14:00:13 +0000 (14:00 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Tue, 26 Jan 2010 14:00:13 +0000 (14:00 +0000)
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/undofile.c
source/blender/editors/space_logic/logic_window.c
source/blender/editors/space_view3d/drawanimviz.c
source/blender/editors/space_view3d/drawarmature.c
source/blender/render/intern/source/rayshade.c
source/blender/render/intern/source/rendercore.c

index 5c09f86..1309c0b 100644 (file)
@@ -11987,7 +11987,7 @@ static void library_append_end(const bContext *C, Main *mainl, FileData **fd, in
        Main *mainvar= CTX_data_main(C);
        Scene *scene= CTX_data_scene(C);
 
-       /* make main consistant */
+       /* make main consistent */
        expand_main(*fd, mainl);
 
        /* do this when expand found other libs */
index f6fabbd..b11099c 100644 (file)
@@ -67,7 +67,7 @@ void BLO_free_memfile(MemFile *memfile)
        memfile->size= 0;
 }
 
-/* to keep list of memfiles consistant, 'first' is always first in list */
+/* to keep list of memfiles consistent, 'first' is always first in list */
 /* result is that 'first' is being freed */
 void BLO_merge_memfile(MemFile *first, MemFile *second)
 {
index d9bfa43..ae14fe5 100644 (file)
@@ -375,7 +375,7 @@ void do_logic_buts(bContext *C, void *arg, int event)
        switch(event) {
 
        case B_SETPROP:
-               /* check for inconsistant types */
+               /* check for inconsistent types */
                ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
                break;
 
index c57fad9..11e598a 100644 (file)
@@ -516,7 +516,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
        
        /* draw from darkest blend to lowest */
        for(cur= stepsize; cur<range; cur+=stepsize) {
-               ctime= cur - (float)fmod(cfrao, stepsize);      /* ensures consistant stepping */
+               ctime= cur - (float)fmod(cfrao, stepsize);      /* ensures consistent stepping */
                colfac= ctime/range;
                UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
                
@@ -531,7 +531,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
                        }
                }
                
-               ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f;       /* ensures consistant stepping */
+               ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f;       /* ensures consistent stepping */
                colfac= ctime/range;
                UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
                
index bfdeaef..e7eff23 100644 (file)
@@ -2350,7 +2350,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
        
        /* draw from darkest blend to lowest */
        for(cur= stepsize; cur<range; cur+=stepsize) {
-               ctime= cur - (float)fmod(cfrao, stepsize);      /* ensures consistant stepping */
+               ctime= cur - (float)fmod(cfrao, stepsize);      /* ensures consistent stepping */
                colfac= ctime/range;
                UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
                
@@ -2365,7 +2365,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
                        }
                }
                
-               ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f;       /* ensures consistant stepping */
+               ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f;       /* ensures consistent stepping */
                colfac= ctime/range;
                UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
                
index 36284e7..5bdc127 100644 (file)
@@ -906,7 +906,7 @@ static void jitter_plane_offset(float *jitter1, float *jitter2, int tot, float s
 }
 
 /* called from convertBlenderScene.c */
-/* we do this in advance to get consistant random, not alter the render seed, and be threadsafe */
+/* we do this in advance to get consistent random, not alter the render seed, and be threadsafe */
 void init_jitter_plane(LampRen *lar)
 {
        float *fp;
index 23875b5..e99d2bf 100644 (file)
@@ -1291,7 +1291,7 @@ void zbufshade_tile(RenderPart *pa)
                
                zbuffer_solid(pa, rl, NULL, NULL);
                
-               if(!R.test_break(R.tbh)) {      /* NOTE: this if() is not consistant */
+               if(!R.test_break(R.tbh)) {      /* NOTE: this if() is not consistent */
                        
                        /* edges only for solid part, ztransp doesn't support it yet anti-aliased */
                        if(rl->layflag & SCE_LAY_EDGE) {