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authorCampbell Barton <ideasman42@gmail.com>2012-09-27 00:05:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-09-27 00:05:38 +0400
commitaa49ca25d5e519b7ffe7d7d1c7c79017f5909972 (patch)
treec8894912e0b9fe665d05472f09efd3778035c36b /source/blender/collada/MeshImporter.cpp
parent483a6cd6c20d4efd03557f13f0cbe077192dd205 (diff)
incorrect spelling in comments
Diffstat (limited to 'source/blender/collada/MeshImporter.cpp')
-rw-r--r--source/blender/collada/MeshImporter.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/collada/MeshImporter.cpp b/source/blender/collada/MeshImporter.cpp
index cf211e2fbb1..47ee35f0268 100644
--- a/source/blender/collada/MeshImporter.cpp
+++ b/source/blender/collada/MeshImporter.cpp
@@ -1061,7 +1061,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
*
* During import all materials have been assigned to Object.
* Now we iterate over the imported objects and optimize
- * the assignements as follows:
+ * the assignments as follows:
*
* for each imported geometry:
* if number of users is 1:
@@ -1075,7 +1075,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
* adjust all other users accordingly.
*
**/
-void MeshImporter::optimize_material_assignements()
+void MeshImporter::optimize_material_assignments()
{
for (std::vector<Object *>::iterator it = imported_objects.begin();
it != imported_objects.end(); ++it)
@@ -1119,7 +1119,7 @@ void MeshImporter::optimize_material_assignements()
* come along with different materials. So we first create the objects
* and assign the materials to Object, then in a later cleanup we decide
* which materials shall be moved to the created geometries. Also see
- * optimize_material_assignements() above.
+ * optimize_material_assignments() above.
*/
MTFace *MeshImporter::assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material *>& uid_material_map,