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author | Campbell Barton <ideasman42@gmail.com> | 2011-04-19 14:35:24 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-04-19 14:35:24 +0400 |
commit | a8185f4cc8a162e2bdb4c9da211af65f2821ec2b (patch) | |
tree | 0511681ea4baacc5a1f85ecf3b485bb2a91f2f9e /source/blender/editors/mesh/editmesh_tools.c | |
parent | 5b920bc2ff1e78767842b13f6997298b7e438204 (diff) |
patch [#26978] Minor Spelling Mistakes in Editor Operators
+ some errors I noticed.
Diffstat (limited to 'source/blender/editors/mesh/editmesh_tools.c')
-rw-r--r-- | source/blender/editors/mesh/editmesh_tools.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/mesh/editmesh_tools.c b/source/blender/editors/mesh/editmesh_tools.c index 4741f3c7723..dc1023952a6 100644 --- a/source/blender/editors/mesh/editmesh_tools.c +++ b/source/blender/editors/mesh/editmesh_tools.c @@ -5414,7 +5414,7 @@ static void freecollections(ListBase *allcollections) /*Begin UV Edge Collapse Code Like Edge subdivide, Edge Collapse should handle UV's intelligently, but since UV's are a per-face attribute, normal edge collapse will fail - in areas such as the boundries of 'UV islands'. So for each edge collection we need to build a set of 'welded' UV vertices and edges for it. + in areas such as the boundaries of 'UV islands'. So for each edge collection we need to build a set of 'welded' UV vertices and edges for it. The welded UV edges can then be sorted and collapsed. */ typedef struct wUV{ |