Commit: 1bbb48a5d10cde6240cb66c69fe38e971d3129de
Author: Martijn Versteegh
Date:   Sat Nov 12 00:03:09 2022 +0100
Branches: refactor-mesh-uv-map-generic
https://developer.blender.org/rB1bbb48a5d10cde6240cb66c69fe38e971d3129de

Cleanup: fix typos in comments. make diff minimal for layout.

===================================================================

M       source/blender/editors/uvedit/uvedit_ops.c
M       source/blender/editors/uvedit/uvedit_path.c
M       source/blender/io/collada/GeometryExporter.cpp
M       source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
M       source/blender/python/bmesh/bmesh_py_types_customdata.c

===================================================================

diff --git a/source/blender/editors/uvedit/uvedit_ops.c 
b/source/blender/editors/uvedit/uvedit_ops.c
index b05bc011b78..7032e73bf9b 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -1848,8 +1848,8 @@ static int uv_seams_from_islands_exec(bContext *C, 
wmOperator *op)
       continue;
     }
 
-    bool changed = false;
     const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
+    bool changed = false;
 
     BMFace *f;
     BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
diff --git a/source/blender/editors/uvedit/uvedit_path.c 
b/source/blender/editors/uvedit/uvedit_path.c
index 248f97392ae..82d8c536fba 100644
--- a/source/blender/editors/uvedit/uvedit_path.c
+++ b/source/blender/editors/uvedit/uvedit_path.c
@@ -567,7 +567,6 @@ static int uv_shortest_path_pick_invoke(bContext *C, 
wmOperator *op, const wmEve
   Object *obedit = CTX_data_edit_object(C);
   BMEditMesh *em = BKE_editmesh_from_object(obedit);
   BMesh *bm = em->bm;
-
   const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
 
   float aspect_y;
diff --git a/source/blender/io/collada/GeometryExporter.cpp 
b/source/blender/io/collada/GeometryExporter.cpp
index 44f52dc797c..a14d941ed43 100644
--- a/source/blender/io/collada/GeometryExporter.cpp
+++ b/source/blender/io/collada/GeometryExporter.cpp
@@ -370,6 +370,7 @@ void GeometryExporter::create_mesh_primitive_list(short 
material_index,
     int layer_index = CustomData_get_layer_index_n(&me->ldata, CD_PROP_FLOAT2, 
i);
     if (!this->export_settings.get_active_uv_only() || layer_index == 
active_uv_index) {
 
+      // char *name = CustomData_get_layer_name(&me->ldata, CD_PROP_FLOAT2, i);
       COLLADASW::Input texcoord_input(
           COLLADASW::InputSemantic::TEXCOORD,
           makeUrl(makeTexcoordSourceId(geom_id, i, 
this->export_settings.get_active_uv_only())),
diff --git a/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc 
b/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
index f27bbd296e4..5a54874aae1 100644
--- a/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
+++ b/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
@@ -293,7 +293,7 @@ void MeshFromGeometry::create_uv_verts(Mesh *mesh)
   uv_map.finish();
 
   /* If we have an object without UVs which resides in the same .obj file
-   * as an object which *does* have UVs we can end up adding and UV layer
+   * as an object which *does* have UVs we can end up adding a UV layer
    * filled with zeroes.
    * We could maybe check before creating this layer but that would need
    * iterating over the whole mesh to check for UVs and as this is probably
diff --git a/source/blender/python/bmesh/bmesh_py_types_customdata.c 
b/source/blender/python/bmesh/bmesh_py_types_customdata.c
index 239e21b6ffb..1f5c2f57e01 100644
--- a/source/blender/python/bmesh/bmesh_py_types_customdata.c
+++ b/source/blender/python/bmesh/bmesh_py_types_customdata.c
@@ -462,7 +462,8 @@ static PyObject 
*bpy_bmlayercollection_verify(BPy_BMLayerCollection *self)
     BM_data_layer_add(self->bm, data, self->type);
     index = 0;
     /* Because addingCustomData layers to a bmesh will invalidate any existing 
pointers
-     * in Py objects we can't lazily add the associated bool layers. So add 
htem right now.
+     * in Py objects we can't lazily add the associated bool layers. So add 
them all right 
+     * now.
      */
     if (self->type == CD_PROP_FLOAT2 && self->htype == BM_LOOP) {
       const char *active_uv_name = 
CustomData_get_active_layer_name(&self->bm->ldata, CD_PROP_FLOAT2);

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