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author | Campbell Barton <ideasman42@gmail.com> | 2021-07-05 05:47:46 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-07-05 08:54:57 +0300 |
commit | f0f7282d9d9bb5deb6216ac95e280b24f89eb239 (patch) | |
tree | 2d8b8a12ea887a4d7537f404662d790261c103d4 /source/blender/blenkernel/intern/mesh_remap.c | |
parent | b73dc36859e03845f702a3e985b536ac9afef63a (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/blenkernel/intern/mesh_remap.c')
-rw-r--r-- | source/blender/blenkernel/intern/mesh_remap.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c index 6691b274e25..c5e8858ea12 100644 --- a/source/blender/blenkernel/intern/mesh_remap.c +++ b/source/blender/blenkernel/intern/mesh_remap.c @@ -470,7 +470,7 @@ typedef struct IslandResult { } IslandResult; /** - * \note About all bvh/raycasting stuff below: + * \note About all BVH/ray-casting stuff below: * * * We must use our ray radius as BVH epsilon too, else rays not hitting anything but * 'passing near' an item would be missed (since BVH handling would not detect them, @@ -478,8 +478,8 @@ typedef struct IslandResult { * * However, in 'islands' case where each hit gets a weight, 'precise' hits should have a better * weight than 'approximate' hits. * To address that, we simplify things with: - * * A first raycast with default, given rayradius; - * * If first one fails, we do more raycasting with bigger radius, but if hit is found + * * A first ray-cast with default, given ray-radius; + * * If first one fails, we do more ray-casting with bigger radius, but if hit is found * it will get smaller weight. * * This only concerns loops, currently (because of islands), and 'sampled' edges/polys norproj. |