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Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 6e989dd4d7d..4d022b97ba6 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -229,7 +229,7 @@ void KX_Dome::CalculateImageSize(void)
{
/*
* - determine the minimum buffer size
- * - reduce the buffer for better performace
+ * - reduce the buffer for better performance
* - create a power of 2 texture bigger than the buffer
*/
canvaswidth = m_canvas->GetWidth();
@@ -734,7 +734,7 @@ void KX_Dome::CreateMeshDome250(void)
* verts_height is the exactly needed height of the cube faces (not always 1.0).
* When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
* Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
- * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
+ * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tessellated geometry).
*
* So I came out with this formula:
* verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);