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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-23 21:25:25 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-23 21:25:25 +0400
commit2345efc6c5612da7f2a627ceb6bf0b7a828a676b (patch)
tree982c56ec2aa0a6d4cc8ea91776b653b0c3493dc4 /source/blender/collada/InstanceWriter.cpp
parent28fb329419b4e636bb9540ba090de8e2c28d582f (diff)
Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
Diffstat (limited to 'source/blender/collada/InstanceWriter.cpp')
-rw-r--r--source/blender/collada/InstanceWriter.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/collada/InstanceWriter.cpp b/source/blender/collada/InstanceWriter.cpp
index ceb4b295f2f..40ca1bc3b0e 100644
--- a/source/blender/collada/InstanceWriter.cpp
+++ b/source/blender/collada/InstanceWriter.cpp
@@ -55,7 +55,7 @@ void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_materia
ostr << translate_id(id_name(ma)) << a+1;
COLLADASW::InstanceMaterial im(ostr.str(), COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
- // create <bind_vertex_input> for each uv layer
+ // create <bind_vertex_input> for each uv map
Mesh *me = (Mesh*)ob->data;
int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);