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authorCampbell Barton <ideasman42@gmail.com>2018-03-02 03:09:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-03-02 03:17:57 +0300
commit341ab45f7b10e6a84eaceccc40372372106583f7 (patch)
treeb25977878aa626dee3bb8ac73988785243c16d76 /source/blender/blenkernel/BKE_DerivedMesh.h
parentec76f38b0902e9effcee0cd96efd07fe6d1d1f4c (diff)
Fix building w/o Python
Also minor cleanup.
Diffstat (limited to 'source/blender/blenkernel/BKE_DerivedMesh.h')
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 700bfe568f1..4d2e9ef8b3c 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -166,7 +166,7 @@ typedef enum DMDirtyFlag {
DM_DIRTY_TESS_CDLAYERS = 1 << 0,
/* One of the MCOL layers have been updated, force updating of GPUDrawObject's colors buffer.
* This is necessary with modern, VBO draw code, as e.g. in vpaint mode me->mcol may be updated
- * without actually rebuilding dm (hence by defautl keeping same GPUDrawObject, and same colors
+ * without actually rebuilding dm (hence by default keeping same GPUDrawObject, and same colors
* buffer, which prevents update during a stroke!). */
DM_DIRTY_MCOL_UPDATE_DRAW = 1 << 1,