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authorCampbell Barton <ideasman42@gmail.com>2010-04-25 19:24:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-04-25 19:24:18 +0400
commit93f420b6669bd17646255b0990b0904681718da8 (patch)
treeff2a29c89a70496575e255a6f6a7d66bb4c2d16e /source/gameengine
parent93bc6fb829c4ee1e32f7891ec0b4989d908f45e2 (diff)
correct typo's
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/GamePlayer/common/unix/GPU_Engine.h2
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
3 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_Engine.h b/source/gameengine/GamePlayer/common/unix/GPU_Engine.h
index d5d8ffdb138..12fb70c84ef 100644
--- a/source/gameengine/GamePlayer/common/unix/GPU_Engine.h
+++ b/source/gameengine/GamePlayer/common/unix/GPU_Engine.h
@@ -34,7 +34,7 @@
#include <X11/Intrinsic.h>
#include <X11/StringDefs.h>
-#define Object DNA_Object // tricky stuff !!! but without it it doesn't compile...
+#define Object DNA_Object // tricky stuff !!! but without it, it doesn't compile...
#include "GPC_Engine.h"
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp
index 58bb61a51a2..7562265a536 100644
--- a/source/gameengine/Ketsji/KX_RayCast.cpp
+++ b/source/gameengine/Ketsji/KX_RayCast.cpp
@@ -86,7 +86,7 @@ bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_
break;
}
- // The biggest danger to to endless loop, prevent this by checking that the
+ // The biggest danger to endless loop, prevent this by checking that the
// hit point always progresses along the ray direction..
prevpoint -= callback.m_hitPoint;
if (prevpoint.length2() < MT_EPSILON)
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 5249c91832e..f805b693d0b 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -530,7 +530,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
// replica of the hierarchy in order to make cross-links work properly
// !
// It is VERY important that the order of sensors and actuators in
-// the replicated object is preserved: it is is used to reconnect the logic.
+// the replicated object is preserved: it is used to reconnect the logic.
// This method is more robust then using the bricks name in case of complex
// group replication. The replication of logic bricks is done in
// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.