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authorJason Wilkins <Jason.A.Wilkins@gmail.com>2012-11-27 05:18:54 +0400
committerJason Wilkins <Jason.A.Wilkins@gmail.com>2012-11-27 05:18:54 +0400
commitff7c690e4064bbb1d6180668625d7b414000e9ea (patch)
tree4ac96ca8ed5a4e6a7ab1104d0271aba02266ace6 /source/blender/render/intern/raytrace/rayobject_internal.h
parent6b65102c20e9bdafd90f55f60c2a2084d873e809 (diff)
parent9b32776be349f5e738b449ca1298e65ce1b69d33 (diff)
Merge w/ trunk: r52086-r52534 (As with last time, the game engine was not merged)soc-2012-swiss_cheese
Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject_internal.h')
-rw-r--r--source/blender/render/intern/raytrace/rayobject_internal.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_internal.h b/source/blender/render/intern/raytrace/rayobject_internal.h
index 92ac39909a8..aa8ab8c3da4 100644
--- a/source/blender/render/intern/raytrace/rayobject_internal.h
+++ b/source/blender/render/intern/raytrace/rayobject_internal.h
@@ -92,7 +92,7 @@ int RE_rayobjectcontrol_test_break(RayObjectControl *c);
* eg.: on render code)
*
* 0 means it's reserved and has it own meaning inside each ray acceleration structure
- * (this way each structure can use the allign offset to determine if a node represents a
+ * (this way each structure can use the align offset to determine if a node represents a
* RayObject primitive, which can be used to save memory)
*/