return(ok);
}
-/* same as BKE_imbuf_write() but crappy workaround not to perminantly modify
+/* same as BKE_imbuf_write() but crappy workaround not to permanently modify
* _some_, values in the imbuf */
int BKE_imbuf_write_as(ImBuf *ibuf, const char *name, ImageFormatData *imf,
const bool save_copy)
void ui_button_execute_begin(struct bContext *UNUSED(C), struct ARegion *ar, uiBut *but, void **active_back)
{
- /* note: ideally we would not have to change 'but->active' howevwer
+ /* note: ideally we would not have to change 'but->active' however
* some functions we call don't use data (as they should be doing) */
uiHandleButtonData *data;
*active_back = but->active;
const unsigned char col[4])
{
int alloc_len = str_len + 1;
- /* TODO, replace with more efficient malloc, perhaps memarena per draw? */
ViewCachedString *vos;
BLI_assert(str_len == strlen(str));
* so much useful to just ignore alpha -- it leads to bad
* artifacts especially when saving byte images.
*
- * What we do here is we're overing our image on top of
+ * What we do here is we're overlaying our image on top of
* background color (which is currently black).
*
* This is quite much the same as what Gimp does and it
*
* TODO(sergey): Make it different locked states, so different jobs
* could lock different areas of blender and allow
- * interation with others?
+ * interaction with others?
*/
BKE_spacedata_draw_locks(lock);
}