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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 1ebbc1e2d77..9cf5ef85850 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -211,7 +211,7 @@ static float sb_time_scale(Object *ob)
* will cause unwanted responses of the softbody system (which does inter frame calculations )
* so first 'cure' would be: interpolate linear in time ..
* Q: why do i write this?
- * A: because it happened once, that some eger coder 'streamlined' code to fail.
+ * A: because it happened once, that some eager coder 'streamlined' code to fail.
* We DO linear interpolation for goals .. and i think we should do on animated properties as well
*/
@@ -3014,7 +3014,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
*
* a: never ever make tangent handles (sub) and or (ob)ject to collision.
* b: rather calculate them using some C2
- * (C2= continuous in second derivate -> no jump in bending ) condition.
+ * (C2= continuous in second derivative -> no jump in bending ) condition.
*
* Not too hard to do, but needs some more code to care for;
* some one may want look at it (JOW 2010/06/12). */