diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-21 02:56:26 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-21 02:56:26 +0400 |
commit | 303cecf1398c0049df515aba3898883d8cdc81d5 (patch) | |
tree | 888e575fcc1932bd9121594221272174fad177ea /source/gameengine | |
parent | 6193c47c39dc72472f4b83b3e3c875103c31e5b6 (diff) |
spelling cleanup: tesselate -> tessellate (last of these found)
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.h | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index 4d022b97ba6..0f0e4b8c10d 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -732,8 +732,8 @@ void KX_Dome::CreateMeshDome250(void) m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening /* * 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. + * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tessellate the whole cube. + * Therefore the lateral cube faces could be small, and the tessellate mesh would be completely used. * (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: diff --git a/source/gameengine/Ketsji/KX_Dome.h b/source/gameengine/Ketsji/KX_Dome.h index d4524d23d7d..921e55806dd 100644 --- a/source/gameengine/Ketsji/KX_Dome.h +++ b/source/gameengine/Ketsji/KX_Dome.h @@ -163,7 +163,7 @@ protected: int m_numfaces; // 4 to 6 depending on the kind of dome image int m_numimages; //numfaces +1 if we have warp mesh - short m_resolution; //resolution to tesselate the mesh + short m_resolution; //resolution to tessellate the mesh short m_mode; // the mode (truncated, warped, panoramic,...) short m_angle; //the angle of the fisheye float m_radangle; //the angle of the fisheye in radians |