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Diffstat (limited to 'source/blender/blenkernel/intern/mesh_remap.c')
-rw-r--r--source/blender/blenkernel/intern/mesh_remap.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c
index 6691b274e25..c5e8858ea12 100644
--- a/source/blender/blenkernel/intern/mesh_remap.c
+++ b/source/blender/blenkernel/intern/mesh_remap.c
@@ -470,7 +470,7 @@ typedef struct IslandResult {
} IslandResult;
/**
- * \note About all bvh/raycasting stuff below:
+ * \note About all BVH/ray-casting stuff below:
*
* * We must use our ray radius as BVH epsilon too, else rays not hitting anything but
* 'passing near' an item would be missed (since BVH handling would not detect them,
@@ -478,8 +478,8 @@ typedef struct IslandResult {
* * However, in 'islands' case where each hit gets a weight, 'precise' hits should have a better
* weight than 'approximate' hits.
* To address that, we simplify things with:
- * * A first raycast with default, given rayradius;
- * * If first one fails, we do more raycasting with bigger radius, but if hit is found
+ * * A first ray-cast with default, given ray-radius;
+ * * If first one fails, we do more ray-casting with bigger radius, but if hit is found
* it will get smaller weight.
*
* This only concerns loops, currently (because of islands), and 'sampled' edges/polys norproj.