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authorCampbell Barton <ideasman42@gmail.com>2022-01-06 05:54:52 +0300
committerCampbell Barton <ideasman42@gmail.com>2022-01-06 05:54:52 +0300
commit499fec6f79a26c9c9d2d61b90bda2e4cec424f81 (patch)
tree828271035f950a504f11a8bdb3454516835d0800 /source/blender/blenkernel/intern/subdiv_eval.c
parentaa363ec2ae9382c052f024284dcdb77ac495c177 (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/blenkernel/intern/subdiv_eval.c')
-rw-r--r--source/blender/blenkernel/intern/subdiv_eval.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/subdiv_eval.c b/source/blender/blenkernel/intern/subdiv_eval.c
index 9733a1498a6..51a2aa673bc 100644
--- a/source/blender/blenkernel/intern/subdiv_eval.c
+++ b/source/blender/blenkernel/intern/subdiv_eval.c
@@ -264,8 +264,8 @@ void BKE_subdiv_eval_limit_point_and_derivatives(Subdiv *subdiv,
* This happens, for example, in single vertex on Suzannne's nose (where two quads have 2 common
* edges).
*
- * This makes tangent space displacement (such as multires) impossible to be used in those
- * vertices, so those needs to be addressed in one way or another.
+ * This makes tangent space displacement (such as multi-resolution) impossible to be used in
+ * those vertices, so those needs to be addressed in one way or another.
*
* Simplest thing to do: step inside of the face a little bit, where there is known patch at
* which there must be proper derivatives. This might break continuity of normals, but is better