diff options
Diffstat (limited to 'source/blender/blenkernel/intern/DerivedMesh.c')
-rw-r--r-- | source/blender/blenkernel/intern/DerivedMesh.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c index 9d5b8a3b6a5..0d12785872c 100644 --- a/source/blender/blenkernel/intern/DerivedMesh.c +++ b/source/blender/blenkernel/intern/DerivedMesh.c @@ -360,7 +360,7 @@ void DM_ensure_tessface(DerivedMesh *dm) const int numPolys = dm->getNumPolys(dm); if ( (numTessFaces == 0) && (numPolys != 0)) { - dm->recalcTesselation(dm); + dm->recalcTessellation(dm); if (dm->getNumTessFaces(dm) != 0) { /* printf("info %s: polys -> ngons calculated\n", __func__); */ @@ -1091,9 +1091,9 @@ void DM_update_weight_mcol(Object *ob, DerivedMesh *dm, int const draw_flag, wtcol_v = calc_weightpaint_vert_array(ob, dm, draw_flag, coba); /* Now copy colors in all face verts. */ - /*first add colors to the tesselation faces*/ + /*first add colors to the tessellation faces*/ /* XXX Why update that layer? We have to update WEIGHT_MLOOPCOL anyway, - * and tesselation recreates mface layers from mloop/mpoly ones, so no + * and tessellation recreates mface layers from mloop/mpoly ones, so no * need to fill WEIGHT_MCOL here. */ #if 0 for (i = 0; i < numFaces; i++, mf++, wtcol_f_step += (4 * 4)) { @@ -1661,7 +1661,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos /* calculating normals can re-calculate tessfaces in some cases */ int num_tessface = finaldm->getNumTessFaces(finaldm); /* --------------------------------------------------------------------- */ - /* First calculate the polygon and vertex normals, re-tesselation + /* First calculate the polygon and vertex normals, re-tessellation * copies these into the tessface's normal layer */ @@ -1673,13 +1673,13 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos finaldm->calcNormals(finaldm); #endif - /* Re-tesselation is necessary to push render data (uvs, textures, colors) + /* Re-tessellation is necessary to push render data (uvs, textures, colors) * from loops and polys onto the tessfaces. This may be currently be - * redundantin cases where the render mode doesn't use these inputs, but - * ideally eventually tesselation would happen on-demand, and this is one + * redundant in cases where the render mode doesn't use these inputs, but + * ideally eventually tessellation would happen on-demand, and this is one * of the primary places it would be needed. */ if (num_tessface == 0 && finaldm->getNumTessFaces(finaldm) == 0) { - finaldm->recalcTesselation(finaldm); + finaldm->recalcTessellation(finaldm); } /* Need to watch this, it can cause issues, see bug [#29338] */ /* take care with this block, we really need testing frameworks */ |