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authorCampbell Barton <ideasman42@gmail.com>2012-03-21 02:56:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-21 02:56:26 +0400
commit303cecf1398c0049df515aba3898883d8cdc81d5 (patch)
tree888e575fcc1932bd9121594221272174fad177ea /intern/cycles/subd
parent6193c47c39dc72472f4b83b3e3c875103c31e5b6 (diff)
spelling cleanup: tesselate -> tessellate (last of these found)
Diffstat (limited to 'intern/cycles/subd')
-rw-r--r--intern/cycles/subd/subd_dice.h8
-rw-r--r--intern/cycles/subd/subd_mesh.cpp2
-rw-r--r--intern/cycles/subd/subd_mesh.h2
-rw-r--r--intern/cycles/subd/subd_split.h2
4 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/subd/subd_dice.h b/intern/cycles/subd/subd_dice.h
index 71879f1f5f1..41b4902564d 100644
--- a/intern/cycles/subd/subd_dice.h
+++ b/intern/cycles/subd/subd_dice.h
@@ -19,8 +19,8 @@
#ifndef __SUBD_DICE_H__
#define __SUBD_DICE_H__
-/* DX11 like EdgeDice implementation, with different tesselation factors for
- * each edge for watertight tesselation, with subpatch remapping to work with
+/* DX11 like EdgeDice implementation, with different tessellation factors for
+ * each edge for watertight tessellation, with subpatch remapping to work with
* DiagSplit. For more algorithm details, see the DiagSplit paper or the
* ARB_tessellation_shader OpenGL extension, Section 2.X.2. */
@@ -59,7 +59,7 @@ public:
/* Quad EdgeDice
*
- * Edge tesselation factors and subpatch coordinates are as follows:
+ * Edge tessellation factors and subpatch coordinates are as follows:
*
* tu1
* P01 --------- P11
@@ -115,7 +115,7 @@ public:
/* Triangle EdgeDice
*
- * Edge tesselation factors and subpatch coordinates are as follows:
+ * Edge tessellation factors and subpatch coordinates are as follows:
*
* Pw
* /\
diff --git a/intern/cycles/subd/subd_mesh.cpp b/intern/cycles/subd/subd_mesh.cpp
index 3e6e0de48ea..becd5b9b5ec 100644
--- a/intern/cycles/subd/subd_mesh.cpp
+++ b/intern/cycles/subd/subd_mesh.cpp
@@ -285,7 +285,7 @@ void SubdMesh::link_boundary_edge(SubdEdge *edge)
edge->vert->edge = edge;
}
-void SubdMesh::tesselate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth)
+void SubdMesh::tessellate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth)
{
SubdBuilder *builder = SubdBuilder::create(linear);
int num_faces = faces.size();
diff --git a/intern/cycles/subd/subd_mesh.h b/intern/cycles/subd/subd_mesh.h
index 999d92d6daf..e4bd5f192ab 100644
--- a/intern/cycles/subd/subd_mesh.h
+++ b/intern/cycles/subd/subd_mesh.h
@@ -61,7 +61,7 @@ public:
SubdFace *add_face(int *index, int num);
bool link_boundary();
- void tesselate(DiagSplit *split, bool linear,
+ void tessellate(DiagSplit *split, bool linear,
Mesh *mesh, int shader, bool smooth);
protected:
diff --git a/intern/cycles/subd/subd_split.h b/intern/cycles/subd/subd_split.h
index 8ec5d24266e..b03585174f7 100644
--- a/intern/cycles/subd/subd_split.h
+++ b/intern/cycles/subd/subd_split.h
@@ -20,7 +20,7 @@
#define __SUBD_SPLIT_H__
/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
- * Splits up patches and determines edge tesselation factors for dicing. Patch
+ * Splits up patches and determines edge tessellation factors for dicing. Patch
* evaluation at arbitrary points is required for this to work. See the paper
* for more details. */