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authorCampbell Barton <ideasman42@gmail.com>2012-03-21 02:56:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-21 02:56:26 +0400
commit303cecf1398c0049df515aba3898883d8cdc81d5 (patch)
tree888e575fcc1932bd9121594221272174fad177ea /source/gameengine
parent6193c47c39dc72472f4b83b3e3c875103c31e5b6 (diff)
spelling cleanup: tesselate -> tessellate (last of these found)
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_Dome.h2
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