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Diffstat (limited to 'source/blender/blenkernel/intern/particle_system.c')
-rw-r--r--source/blender/blenkernel/intern/particle_system.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 39298130130..bcaebc9bf15 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -1616,7 +1616,7 @@ static void sph_density_accum_cb(void *userdata, int index, const float co[3], f
* account, the forces will be biased by the tree search order. This
* effectively adds energy to the system, and results in a churning motion.
* But, we have to stop somewhere, and it's not the end of the world.
- * - jahka and z0r
+ * - jahka and z0r
*/
if (pfr->tot_neighbors >= SPH_NEIGHBORS)
return;
@@ -2192,7 +2192,7 @@ static void basic_rotate(ParticleSettings *part, ParticleData *pa, float dfra, f
}
/************************************************
- * Collisions
+ * Collisions
*
* The algorithm is roughly:
* 1. Use a BVH tree to search for faces that a particle may collide with.