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authorCampbell Barton <ideasman42@gmail.com>2011-04-19 14:35:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-04-19 14:35:24 +0400
commita8185f4cc8a162e2bdb4c9da211af65f2821ec2b (patch)
tree0511681ea4baacc5a1f85ecf3b485bb2a91f2f9e /source/blender/editors/mesh/editmesh_tools.c
parent5b920bc2ff1e78767842b13f6997298b7e438204 (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.c2
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{