spelling phase 2

For completeness, ran files through an automated spell checker (Visual
Studio plugin) which caught several things missed while reading.
This commit is contained in:
Mike Erwin 2015-08-12 15:36:58 -04:00 committed by David G Yu
parent 0beb654f0b
commit fc19cd2604
22 changed files with 40 additions and 40 deletions

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@ -173,7 +173,7 @@ struct PatchParam {
/// \brief Resets everything to 0 /// \brief Resets everything to 0
void Clear() { field0 = field1 = 0; } void Clear() { field0 = field1 = 0; }
/// \brief Retuns the faceid /// \brief Returns the faceid
Index GetFaceId() const { return Index(unpack(field0,28,0)); } Index GetFaceId() const { return Index(unpack(field0,28,0)); }
/// \brief Returns the log2 value of the u parameter at /// \brief Returns the log2 value of the u parameter at

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@ -397,7 +397,7 @@ public:
/// \brief Evaluate basis functions for a varying value and /// \brief Evaluate basis functions for a varying value and
/// derivatives at a given (u,v) parametric location of a patch. /// derivatives at a given (u,v) parametric location of a patch.
/// ///
/// @param handle A patch handle indentifying the sub-patch containing the /// @param handle A patch handle identifying the sub-patch containing the
/// (u,v) location /// (u,v) location
/// ///
/// @param u Patch coordinate (in base face normalized space) /// @param u Patch coordinate (in base face normalized space)

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@ -1414,7 +1414,7 @@ PatchTableFactory::populateAdaptivePatches(
context.GetIrregularPatchCornerSpans(patch.levelIndex, patch.faceIndex, irregCornerSpans); context.GetIrregularPatchCornerSpans(patch.levelIndex, patch.faceIndex, irregCornerSpans);
// switch endcap patchtype by option // switch endcap patch type by option
switch(context.options.GetEndCapType()) { switch(context.options.GetEndCapType()) {
case Options::ENDCAP_GREGORY_BASIS: case Options::ENDCAP_GREGORY_BASIS:
arrayBuilder->iptr += arrayBuilder->iptr +=

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@ -207,7 +207,7 @@ private:
private: private:
// //
// Local class to fulfil interface for <typename MASK> in the Scheme mask queries: // Local class to fulfill interface for <typename MASK> in the Scheme mask queries:
// //
class Mask { class Mask {
public: public:
@ -705,7 +705,7 @@ PrimvarRefiner::interpFVarFromEdges(int level, T const & src, U & dst, int chann
Vtr::internal::FVarLevel const & childFVar = childLevel.getFVarLevel(channel); Vtr::internal::FVarLevel const & childFVar = childLevel.getFVarLevel(channel);
// //
// Allocate and intialize (if linearly interpolated) interpolation weights for // Allocate and initialize (if linearly interpolated) interpolation weights for
// the edge mask: // the edge mask:
// //
float eVertWeights[2]; float eVertWeights[2];
@ -1108,7 +1108,7 @@ PrimvarRefiner::limit(T const & src, U & dstPos, U1 * dstTan1Ptr, U2 * dstTan2Pt
// //
// Apply the tangent masks -- both will have the same number of weights and // Apply the tangent masks -- both will have the same number of weights and
// indices (one tangent may be "padded" to accomodate the other), but these // indices (one tangent may be "padded" to accommodate the other), but these
// may differ from those of the position: // may differ from those of the position:
// //
if (hasTangents) { if (hasTangents) {

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@ -163,7 +163,7 @@ PtexIndices::GetAdjacency(
adjEdges[2] = 1; adjEdges[2] = 1;
} }
{ // resolve neighbor outisde the sub-face (edge 0) { // resolve neighbor outside the sub-face (edge 0)
int edge0 = fedges[quadrant]; int edge0 = fedges[quadrant];
Index adjface0 = getAdjacentFace(level, edge0, face); Index adjface0 = getAdjacentFace(level, edge0, face);
if (adjface0==-1) { if (adjface0==-1) {
@ -182,7 +182,7 @@ PtexIndices::GetAdjacency(
assert(adjFaces[0]!=-1); assert(adjFaces[0]!=-1);
} }
// resolve neighbor outisde the sub-face (edge 3) // resolve neighbor outside the sub-face (edge 3)
int edge3 = fedges[prevQuadrant]; int edge3 = fedges[prevQuadrant];
Index adjface3 = getAdjacentFace(level, edge3, face); Index adjface3 = getAdjacentFace(level, edge3, face);
if (adjface3==-1) { if (adjface3==-1) {

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@ -94,7 +94,7 @@ TopologyRefiner::Unrefine() {
// //
// Intializing and updating the component inventory: // Initializing and updating the component inventory:
// //
void void
TopologyRefiner::initializeInventory() { TopologyRefiner::initializeInventory() {

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@ -161,7 +161,7 @@ protected:
/// the vertices for that face. /// the vertices for that face.
/// ///
/// If a full boundary representation with all neighborhood information is not /// If a full boundary representation with all neighborhood information is not
/// available, e.g. faces and vertices are avaible but not edges, only the /// available, e.g. faces and vertices are available but not edges, only the
/// face-vertices should be specified. The remaining topological relationships /// face-vertices should be specified. The remaining topological relationships
/// will be constructed later in the assembly (though at greater cost than if /// will be constructed later in the assembly (though at greater cost than if
/// specified directly). /// specified directly).
@ -170,13 +170,13 @@ protected:
/// specified in order, i.e. the number of face-vertices for each successive face. /// specified in order, i.e. the number of face-vertices for each successive face.
/// ///
/// \brief Specify the number of vertices to be accomodated /// \brief Specify the number of vertices to be accommodated
static void setNumBaseVertices(TopologyRefiner & newRefiner, int count); static void setNumBaseVertices(TopologyRefiner & newRefiner, int count);
/// \brief Specify the number of faces to be accomodated /// \brief Specify the number of faces to be accommodated
static void setNumBaseFaces(TopologyRefiner & newRefiner, int count); static void setNumBaseFaces(TopologyRefiner & newRefiner, int count);
/// \brief Specify the number of edges to be accomodated /// \brief Specify the number of edges to be accommodated
static void setNumBaseEdges(TopologyRefiner & newRefiner, int count); static void setNumBaseEdges(TopologyRefiner & newRefiner, int count);
/// \brief Specify the number of vertices incident each face /// \brief Specify the number of vertices incident each face
@ -628,7 +628,7 @@ TopologyRefinerFactory<MESH>::assignComponentTopology(TopologyRefiner& /* refine
// void setBaseVertexNonManifold(TopologyRefiner& newRefiner, Index vertex, bool b); // void setBaseVertexNonManifold(TopologyRefiner& newRefiner, Index vertex, bool b);
// //
// Also consider using TopologyLevel::ValidateTopology() when debugging to ensure // Also consider using TopologyLevel::ValidateTopology() when debugging to ensure
// that topolology has been completely and correctly specified. // that topology has been completely and correctly specified.
// //
return false; return false;
} }

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@ -95,7 +95,7 @@ public:
/// Constructor. /// Constructor.
CLEvaluator(cl_context context, cl_command_queue queue); CLEvaluator(cl_context context, cl_command_queue queue);
/// Desctructor. /// Destructor.
~CLEvaluator(); ~CLEvaluator();
/// Generic creator template. /// Generic creator template.

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@ -93,7 +93,7 @@ protected:
/// Returns true if success. /// Returns true if success.
bool allocate(cl_context clContext); bool allocate(cl_context clContext);
/// Acqures a resource from GL. /// Acquires a resource from GL.
void map(cl_command_queue queue); void map(cl_command_queue queue);
/// Releases a resource to GL. /// Releases a resource to GL.

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@ -85,7 +85,7 @@ protected:
bool allocate(ID3D11Device *device); bool allocate(ID3D11Device *device);
// Acqures a cuda resource from DX11 // Acquires a cuda resource from DX11
void map(); void map();
// Releases a cuda resource to DX11 // Releases a cuda resource to DX11

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@ -148,7 +148,7 @@ public:
stencilTable, stencilTable,
deviceContext); deviceContext);
} else { } else {
// Create an instace on demand (slow) // Create an instance on demand (slow)
(void)deviceContext; // unused (void)deviceContext; // unused
instance = Create(srcDesc, dstDesc, instance = Create(srcDesc, dstDesc,
BufferDescriptor(), BufferDescriptor(),
@ -212,7 +212,7 @@ private:
ID3D11ClassLinkage * _classLinkage; ID3D11ClassLinkage * _classLinkage;
ID3D11ClassInstance * _singleBufferKernel; ID3D11ClassInstance * _singleBufferKernel;
ID3D11ClassInstance * _separateBufferKernel; ID3D11ClassInstance * _separateBufferKernel;
ID3D11Buffer * _uniformArgs; // uniform paramaeters for kernels ID3D11Buffer * _uniformArgs; // uniform parameters for kernels
int _workGroupSize; int _workGroupSize;
}; };

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@ -328,7 +328,7 @@ public:
} }
/// \brief dispatch eval stencils function with derivatives. /// \brief dispatch eval stencils function with derivatives.
/// dispatch the GLSL XFB kernel on on GPU asynchronously. /// dispatch the GLSL XFB kernel on GPU asynchronously.
/// ///
/// @param srcBuffer GL buffer of input primvars. /// @param srcBuffer GL buffer of input primvars.
/// ///

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@ -304,7 +304,7 @@ uniform samplerBuffer OsdFVarDataBuffer;
} }
// ------ extract from triangles (loop) --------- // ------ extract from triangles (loop) ---------
// XXX: no interpolation supproted // XXX: no interpolation supported
#define OSD_COMPUTE_FACE_VARYING_TRI_1(result, fvarOffset, triVert) \ #define OSD_COMPUTE_FACE_VARYING_TRI_1(result, fvarOffset, triVert) \
{ \ { \
@ -575,7 +575,7 @@ OsdComputeBSplineBoundaryPoints(inout vec3 cpt[16], ivec3 patchParam)
// (labeled vv* and ev* respectively). // (labeled vv* and ev* respectively).
// //
// The two segments of each transition edge are labeled Lo and Hi, // The two segments of each transition edge are labeled Lo and Hi,
// with the Lo segment occuring before the Hi segment along the // with the Lo segment occurring before the Hi segment along the
// transition edge's domain parameterization. These Lo and Hi segment // transition edge's domain parameterization. These Lo and Hi segment
// tessellation levels determine how domain evaluation coordinates // tessellation levels determine how domain evaluation coordinates
// are remapped along transition edges. The Hi segment value will // are remapped along transition edges. The Hi segment value will
@ -632,7 +632,7 @@ float OsdComputeTessLevel(vec3 p0, vec3 p1)
// We restrict adaptive tessellation levels to half of the device // We restrict adaptive tessellation levels to half of the device
// supported maximum because transition edges are split into two // supported maximum because transition edges are split into two
// halfs and the sum of the two corresponding levels must not exceed // halves and the sum of the two corresponding levels must not exceed
// the device maximum. We impose this limit even for non-transition // the device maximum. We impose this limit even for non-transition
// edges because a non-transition edge must be able to match up with // edges because a non-transition edge must be able to match up with
// one half of the transition edge of an adjacent transition patch. // one half of the transition edge of an adjacent transition patch.

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@ -448,7 +448,7 @@ OsdComputeBSplineBoundaryPoints(inout float3 cpt[16], int3 patchParam)
// (labeled vv* and ev* respectively). // (labeled vv* and ev* respectively).
// //
// The two segments of each transition edge are labeled Lo and Hi, // The two segments of each transition edge are labeled Lo and Hi,
// with the Lo segment occuring before the Hi segment along the // with the Lo segment occurring before the Hi segment along the
// transition edge's domain parameterization. These Lo and Hi segment // transition edge's domain parameterization. These Lo and Hi segment
// tessellation levels determine how domain evaluation coordinates // tessellation levels determine how domain evaluation coordinates
// are remapped along transition edges. The Hi segment value will // are remapped along transition edges. The Hi segment value will
@ -505,7 +505,7 @@ float OsdComputeTessLevel(float3 p0, float3 p1)
// We restrict adaptive tessellation levels to half of the device // We restrict adaptive tessellation levels to half of the device
// supported maximum because transition edges are split into two // supported maximum because transition edges are split into two
// halfs and the sum of the two corresponding levels must not exceed // halves and the sum of the two corresponding levels must not exceed
// the device maximum. We impose this limit even for non-transition // the device maximum. We impose this limit even for non-transition
// edges because a non-transition edge must be able to match up with // edges because a non-transition edge must be able to match up with
// one half of the transition edge of an adjacent transition patch. // one half of the transition edge of an adjacent transition patch.

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@ -313,7 +313,7 @@ Scheme<SCHEME_LOOP>::assignSmoothLimitMask(VERTEX const& vertex, MASK& posMask)
// //
// A note on tangent magnitudes: // A note on tangent magnitudes:
// //
// Several formulae exist for limit tangents at a vertex to accomodate the // Several formulae exist for limit tangents at a vertex to accommodate the
// different topological configurations around the vertex. While these produce // different topological configurations around the vertex. While these produce
// the desired direction, there is inconsistency in the resulting magnitudes. // the desired direction, there is inconsistency in the resulting magnitudes.
// Ideally a regular mesh of uniformly shaped triangles with similar edge lengths // Ideally a regular mesh of uniformly shaped triangles with similar edge lengths

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@ -101,10 +101,10 @@ public:
/// \brief Set edge crease rule /// \brief Set edge crease rule
void SetCreasingMethod(CreasingMethod c) { _creasingMethod = c; } void SetCreasingMethod(CreasingMethod c) { _creasingMethod = c; }
/// \brief Get triangle subdivsion weights rule (Catmark scheme only !) /// \brief Get triangle subdivision weights rule (Catmark scheme only !)
TriangleSubdivision GetTriangleSubdivision() const { return (TriangleSubdivision) _triangleSub; } TriangleSubdivision GetTriangleSubdivision() const { return (TriangleSubdivision) _triangleSub; }
/// \brief Set triangle subdivsion weights rule (Catmark scheme only !) /// \brief Set triangle subdivision weights rule (Catmark scheme only !)
void SetTriangleSubdivision(TriangleSubdivision t) { _triangleSub = t; } void SetTriangleSubdivision(TriangleSubdivision t) { _triangleSub = t; }
private: private:

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@ -131,7 +131,7 @@ public:
/// edge while T2 points inward across the limit surface. /// edge while T2 points inward across the limit surface.
/// ///
/// As for magnitude, no assumptions should be made of the magnitudes of the resulting /// As for magnitude, no assumptions should be made of the magnitudes of the resulting
/// tanget vectors. Common formulae often factor out scale factors that contribute to /// tangent vectors. Common formulae often factor out scale factors that contribute to
/// magnitude. While some attempt has been made to make magnitudes more consistent /// magnitude. While some attempt has been made to make magnitudes more consistent
/// between regular corners, boundaries and the interior, the same has not been done at /// between regular corners, boundaries and the interior, the same has not been done at
/// irregular vertices -- at least not yet. This may be addressed in future, as having /// irregular vertices -- at least not yet. This may be addressed in future, as having
@ -484,7 +484,7 @@ Scheme<SCHEME>::ComputeEdgeVertexMask(EDGE const& edge,
// provided though, there are cases where the parent and child sharpness values need to be // provided though, there are cases where the parent and child sharpness values need to be
// identified, so accounting for the unknown Rules too is not much of an added complication. // identified, so accounting for the unknown Rules too is not much of an added complication.
// //
// The benefit of supporting specified Rules is that they can often often be trivially // The benefit of supporting specified Rules is that they can often be trivially
// determined from context (e.g. a vertex derived from a face at a previous level will always // determined from context (e.g. a vertex derived from a face at a previous level will always
// be smooth) rather than more generally, and at greater cost, inspecting neighboring and // be smooth) rather than more generally, and at greater cost, inspecting neighboring and
// they are often the same for parent and child. // they are often the same for parent and child.
@ -572,7 +572,7 @@ Scheme<SCHEME>::ComputeVertexVertexMask(VERTEX const& vertex,
} }
// //
// Intialize a local child mask, compute the fractional weight from parent and child // Initialize a local child mask, compute the fractional weight from parent and child
// sharpness values and combine the two masks: // sharpness values and combine the two masks:
// //
typedef typename MASK::Weight Weight; typedef typename MASK::Weight Weight;

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@ -139,7 +139,7 @@ FVarLevel::resizeValues(int valueCount) {
// //
// Once values have been identified for each vertex and tagged, refinement propagates // Once values have been identified for each vertex and tagged, refinement propagates
// the tags to child values using more simplified logic (child values inherit the // the tags to child values using more simplified logic (child values inherit the
// topology of their parent) and no futher analysis is required. // topology of their parent) and no further analysis is required.
// //
void void
FVarLevel::completeTopologyFromFaceValues(int regularBoundaryValence) { FVarLevel::completeTopologyFromFaceValues(int regularBoundaryValence) {
@ -413,7 +413,7 @@ FVarLevel::completeTopologyFromFaceValues(int regularBoundaryValence) {
// //
// Now that we know the total number of additional sibling values (M values in addition // Now that we know the total number of additional sibling values (M values in addition
// to the N vertex values) allocate space to accomodate all N + M vertex values. // to the N vertex values) allocate space to accommodate all N + M vertex values.
// //
// Then make the second pass through the vertices to identify the values associated with // Then make the second pass through the vertices to identify the values associated with
// each and to inspect and tag local face-varying topology for those that don't match: // each and to inspect and tag local face-varying topology for those that don't match:

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@ -66,7 +66,7 @@ namespace internal {
// take up almost half the memory of this representation, so if memory does // take up almost half the memory of this representation, so if memory does
// become a concern, we do not need to store them. The only reason we do so now // become a concern, we do not need to store them. The only reason we do so now
// is that the face-value interface for specifying base topology and inspecting // is that the face-value interface for specifying base topology and inspecting
// subsequent levels is very familar to that of face-vertices for clients. So // subsequent levels is very familiar to that of face-vertices for clients. So
// having them available for such access is convenient. // having them available for such access is convenient.
// //
// Regarding scope and access... // Regarding scope and access...

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@ -1463,7 +1463,7 @@ namespace {
// //
// The "dynamic relation" allocates the latter vector of members based on a typical // The "dynamic relation" allocates the latter vector of members based on a typical
// number of members per component, e.g. we expect valence 4 vertices in a typical // number of members per component, e.g. we expect valence 4 vertices in a typical
// quad-mesh, and so an "expected" number might be 6 to accomodate a few x-ordinary // quad-mesh, and so an "expected" number might be 6 to accommodate a few x-ordinary
// vertices. The member vector is allocated with this number per component and the // vertices. The member vector is allocated with this number per component and the
// counts and offsets initialized to refer to them -- but with the counts set to 0. // counts and offsets initialized to refer to them -- but with the counts set to 0.
// The count will be incremented as members are identified and entered, and if any // The count will be incremented as members are identified and entered, and if any

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@ -59,11 +59,11 @@ class FVarLevel;
// the topology (i.e. all quads or all tris if not level 0). // the topology (i.e. all quads or all tris if not level 0).
// //
// This class is intended for private use within the library. There are still // This class is intended for private use within the library. There are still
// opportunities to specialize levels -- e.g. those supporing N-sided faces vs // opportunities to specialize levels -- e.g. those supporting N-sided faces vs
// those are are purely quads or tris -- so we prefer to insulate it from public // those that are purely quads or tris -- so we prefer to insulate it from public
// access. // access.
// //
// The represenation of topology here is to store six topological relationships // The representation of topology here is to store six topological relationships
// in tables of integers. Each is stored in its own array(s) so the result is // in tables of integers. Each is stored in its own array(s) so the result is
// a SOA representation of the topology. The six relations are: // a SOA representation of the topology. The six relations are:
// //
@ -75,7 +75,7 @@ class FVarLevel;
// - vert-edges: edges incident a vertex // - vert-edges: edges incident a vertex
// //
// There is some redundancy here but the intent is not that this be a minimal // There is some redundancy here but the intent is not that this be a minimal
// represenation, the intent is that it be amenable to refinement. Classes in // representation, the intent is that it be amenable to refinement. Classes in
// the Far layer essentially store 5 of these 6 in a permuted form -- we add // the Far layer essentially store 5 of these 6 in a permuted form -- we add
// the face-edges here to simplify refinement. // the face-edges here to simplify refinement.
// //

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@ -196,7 +196,7 @@ QuadRefinement::populateFaceEdgesFromParentFaces() {
// //
// This is fairly straightforward, but since we are dealing with edges here, we // This is fairly straightforward, but since we are dealing with edges here, we
// occasionally have to deal with the limition of them being undirected. Since // occasionally have to deal with the limitation of them being undirected. Since
// child faces from the same parent face share much in common, we iterate through // child faces from the same parent face share much in common, we iterate through
// the parent faces. // the parent faces.
// //