Commit: 76a7c2173b45413eec93f30d2cb578d54b8c2c1b
Author: Thomas Dinges
Date:   Sat Mar 1 01:21:25 2014 +0100
https://developer.blender.org/rB76a7c2173b45413eec93f30d2cb578d54b8c2c1b

Cleanup: Fix some typos in the code.

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

M       intern/cycles/blender/blender_python.cpp
M       intern/cycles/kernel/kernel_volume.h

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

diff --git a/intern/cycles/blender/blender_python.cpp 
b/intern/cycles/blender/blender_python.cpp
index e08b798..8b04a86 100644
--- a/intern/cycles/blender/blender_python.cpp
+++ b/intern/cycles/blender/blender_python.cpp
@@ -493,7 +493,7 @@ void *CCL_python_module_init()
        /* TODO(sergey): This gives us library we've been linking against.
         *               In theory with dynamic OSL library it might not be
         *               accurate, but there's nothing in OSL API which we
-        *               might use th get version in runtime.
+        *               might use to get version in runtime.
         */
        int curversion = OSL_LIBRARY_VERSION_CODE;
        PyModule_AddObject(mod, "with_osl", Py_True);
diff --git a/intern/cycles/kernel/kernel_volume.h 
b/intern/cycles/kernel/kernel_volume.h
index 778ab4e..cbb83b8 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -114,7 +114,7 @@ ccl_device bool volume_stack_is_heterogeneous(KernelGlobals 
*kg, VolumeStack *st
  * These functions are used to attenuate shadow rays to lights. Both absorption
  * and scattering will block light, represented by the extinction coefficient. 
*/
 
-/* homogenous volume: assume shader evaluation at the starts gives
+/* homogeneous volume: assume shader evaluation at the starts gives
  * the extinction coefficient for the entire line segment */
 ccl_device void kernel_volume_shadow_homogeneous(KernelGlobals *kg, PathState 
*state, Ray *ray, ShaderData *sd, float3 *throughput)
 {
@@ -192,7 +192,7 @@ ccl_device_noinline void kernel_volume_shadow(KernelGlobals 
*kg, PathState *stat
 
 /* Volume Path */
 
-/* homogenous volume: assume shader evaluation at the starts gives
+/* homogeneous volume: assume shader evaluation at the start gives
  * the volume shading coefficient for the entire line segment */
 ccl_device VolumeIntegrateResult 
kernel_volume_integrate_homogeneous(KernelGlobals *kg,
        PathState *state, Ray *ray, ShaderData *sd, PathRadiance *L, float3 
*throughput,
@@ -431,7 +431,7 @@ ccl_device VolumeIntegrateResult 
kernel_volume_integrate_heterogeneous(KernelGlo
                                        accum_sigma_s = (accum_sigma_s + 
dt*sigma_s)/new_t;
 
                                        /* todo: it's not clear to me that this 
is correct if we move
-                                        * through a color volumed, needs 
verification */
+                                        * through a color volume, needs 
verification */
                                        float pdf = dot(accum_sigma_t, 
accum_transmittance);
                                        new_tp = tp * accum_sigma_s * 
transmittance * (3.0f / pdf);

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