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authorCampbell Barton <ideasman42@gmail.com>2007-04-04 17:18:41 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-04-04 17:18:41 +0400
commitafdd54fa3720c267f30e48ed45c449d80449bac0 (patch)
tree3192044fa53f6e1fd3d1b0256963c2d4c090d700 /source/blender/nodes/intern/SHD_nodes
parent203e6ed82b444786d7999e88cebef84d6d429765 (diff)
moved source and text to american spelling
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes')
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_camera.c2
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_material.c2
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c6
3 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_camera.c b/source/blender/nodes/intern/SHD_nodes/SHD_camera.c
index af4ba788f6b..9c7cab47cb6 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_camera.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_camera.c
@@ -45,7 +45,7 @@ static void node_shader_exec_camera(void *data, bNode *node, bNodeStack **in, bN
VECCOPY(out[0]->vec, shi->co); /* get view vector */
out[1]->vec[0]= fabs(shi->co[2]); /* get view z-depth */
- out[2]->vec[0]= Normalise(out[0]->vec); /* get view distance */
+ out[2]->vec[0]= Normalize(out[0]->vec); /* get view distance */
}
}
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_material.c b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
index fdb6c71ba85..30452ca36cb 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_material.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
@@ -79,7 +79,7 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
/* retrieve normal */
if(in[MAT_IN_NORMAL]->hasinput) {
nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
- Normalise(shi->vn);
+ Normalize(shi->vn);
}
else
VECCOPY(shi->vn, shi->vno);
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c b/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
index 17b692fd616..22da16b9620 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
@@ -70,7 +70,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
- out[1]->vec[0] = Normalise( out[0]->vec );
+ out[1]->vec[0] = Normalize( out[0]->vec );
}
else if(node->custom1 == 3) { /* Dot product */
out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
@@ -80,7 +80,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
- out[1]->vec[0] = Normalise( out[0]->vec );
+ out[1]->vec[0] = Normalize( out[0]->vec );
}
else if(node->custom1 == 5) { /* Normalize */
if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
@@ -94,7 +94,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
out[0]->vec[2]= vec2[2];
}
- out[1]->vec[0] = Normalise( out[0]->vec );
+ out[1]->vec[0] = Normalize( out[0]->vec );
}
}