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Diffstat (limited to 'source/blender/freestyle/intern/view_map/Silhouette.h')
-rw-r--r--source/blender/freestyle/intern/view_map/Silhouette.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h
index e25048c0300..5e9edd234ef 100644
--- a/source/blender/freestyle/intern/view_map/Silhouette.h
+++ b/source/blender/freestyle/intern/view_map/Silhouette.h
@@ -471,7 +471,7 @@ class ViewEdge;
* This FEdge can represent a silhouette, a crease, a ridge/valley, a border or a suggestive
* contour. For silhouettes, the FEdge is oriented such as, the visible face lies on the left of
* the edge. For borders, the FEdge is oriented such as, the face lies on the left of the edge. An
- * FEdge can represent an initial edge of the mesh or runs accross a face of the initial mesh
+ * FEdge can represent an initial edge of the mesh or runs across a face of the initial mesh
* depending on the smoothness or sharpness of the mesh. This class is specialized into a smooth
* and a sharp version since their properties slightly vary from one to the other.
*/
@@ -1363,19 +1363,19 @@ class FEdgeSmooth : public FEdge {
return _FaceMark;
}
- /*! Returns the normal to the Face it is running accross. */
+ /*! Returns the normal to the Face it is running across. */
inline const Vec3r &normal()
{
return _Normal;
}
- /*! Returns the index of the material of the face it is running accross. */
+ /*! Returns the index of the material of the face it is running across. */
inline unsigned frs_materialIndex() const
{
return _FrsMaterialIndex;
}
- /*! Returns the material of the face it is running accross. */
+ /*! Returns the material of the face it is running across. */
const FrsMaterial &frs_material() const;
inline void setFace(void *iFace)
@@ -1389,13 +1389,13 @@ class FEdgeSmooth : public FEdge {
_FaceMark = iFaceMark;
}
- /*! Sets the normal to the Face it is running accross. */
+ /*! Sets the normal to the Face it is running across. */
inline void setNormal(const Vec3r &iNormal)
{
_Normal = iNormal;
}
- /*! Sets the index of the material of the face it is running accross. */
+ /*! Sets the index of the material of the face it is running across. */
inline void setFrsMaterialIndex(unsigned i)
{
_FrsMaterialIndex = i;