diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-07-31 14:27:19 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-07-31 14:28:52 +0300 |
commit | 4e1cda9885a6ef508396a8f60c292350af8f3f3d (patch) | |
tree | e3051b0a0710fd83e241531426e263c6c8542f6c /io_scene_gltf2 | |
parent | 2176c8f2aaac6eb1fb6d1e159100396f1c500f22 (diff) |
Spelling fixes in comments and descriptions, patch by luzpaz
Differential Revision: https://developer.blender.org/D5240
Diffstat (limited to 'io_scene_gltf2')
6 files changed, 6 insertions, 6 deletions
diff --git a/io_scene_gltf2/blender/com/gltf2_blender_material_helpers.py b/io_scene_gltf2/blender/com/gltf2_blender_material_helpers.py index 53acb562..ebb357a8 100755 --- a/io_scene_gltf2/blender/com/gltf2_blender_material_helpers.py +++ b/io_scene_gltf2/blender/com/gltf2_blender_material_helpers.py @@ -14,7 +14,7 @@ def get_output_node(node_tree): - """Retrive output node.""" + """Retrieve output node.""" output = [node for node in node_tree.nodes if node.type == 'OUTPUT_MATERIAL'][0] return output diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py index f1fc31a2..7780a9b2 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py @@ -239,7 +239,7 @@ def __gather_mesh(blender_object, export_settings): armature_modifiers = {} if export_settings[gltf2_blender_export_keys.SKINS]: - # temprorary disable Armature modifiers if exporting skins + # temporarily disable Armature modifiers if exporting skins for idx, modifier in enumerate(blender_object.modifiers): if modifier.type == 'ARMATURE': armature_modifiers[idx] = modifier.show_viewport diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py b/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py index 87e07246..498cbc89 100755 --- a/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py +++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py @@ -106,7 +106,7 @@ class BlenderNodeAnim(): if channel.target.path in ['translation', 'rotation', 'scale']: # There is an animation on object - # We can't remove Yup2Zup oject + # We can't remove Yup2Zup object gltf.animation_object = True if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE": diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_primitive.py b/io_scene_gltf2/blender/imp/gltf2_blender_primitive.py index 24acd3c5..ec74294f 100755 --- a/io_scene_gltf2/blender/imp/gltf2_blender_primitive.py +++ b/io_scene_gltf2/blender/imp/gltf2_blender_primitive.py @@ -131,7 +131,7 @@ class BlenderPrimitive(): elif gltf.import_settings['import_shading'] == "SMOOTH": poly.use_smooth = True else: - pass # Should not happend + pass # Should not happen offset = offset + pyprimitive.vertices_length return offset diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_scene.py b/io_scene_gltf2/blender/imp/gltf2_blender_scene.py index dc19a549..479167c0 100755 --- a/io_scene_gltf2/blender/imp/gltf2_blender_scene.py +++ b/io_scene_gltf2/blender/imp/gltf2_blender_scene.py @@ -159,7 +159,7 @@ class BlenderScene(): #bpy.context.scene.collection.objects.unlink(obj_rotation) bpy.data.objects.remove(obj_rotation) - # Restore collection hiden / disabled values + # Restore collection hidden / disabled values if gltf.blender_active_collection is not None: bpy.data.collections[gltf.blender_active_collection].hide_viewport = gltf.collection_hide_viewport # TODO restore visibility when expose in bpy diff --git a/io_scene_gltf2/io/exp/gltf2_io_draco_compression_extension.py b/io_scene_gltf2/io/exp/gltf2_io_draco_compression_extension.py index 6ae48fff..222aab3a 100644 --- a/io_scene_gltf2/io/exp/gltf2_io_draco_compression_extension.py +++ b/io_scene_gltf2/io/exp/gltf2_io_draco_compression_extension.py @@ -199,7 +199,7 @@ def __compress_primitive(primitive, dll, export_settings): # it can finally be compressed. if dll.compress(compressor): - # Compression was successfull. + # Compression was successful. # Move compressed data into a bytes object, # which is referenced by a 'gltf2_io_binary_data.BinaryData': # |