diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-18 11:38:51 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-18 11:38:51 +0400 |
commit | 4f19c1a995de507044d1b5ada7fb7398cdb32096 (patch) | |
tree | e46c13dd84a493177c80af0715f8f9b09c333943 /source/gameengine/Ketsji/KX_Dome.cpp | |
parent | e56f71400060f10f73bed6b5c52fc537e5a0d617 (diff) |
spelling cleanup
Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index 6e989dd4d7d..4d022b97ba6 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -229,7 +229,7 @@ void KX_Dome::CalculateImageSize(void) { /* * - determine the minimum buffer size - * - reduce the buffer for better performace + * - reduce the buffer for better performance * - create a power of 2 texture bigger than the buffer */ canvaswidth = m_canvas->GetWidth(); @@ -734,7 +734,7 @@ void KX_Dome::CreateMeshDome250(void) * verts_height is the exactly needed height of the cube faces (not always 1.0). * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube. * Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used. - * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry). + * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tessellated geometry). * * So I came out with this formula: * verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0); |