From 303cecf1398c0049df515aba3898883d8cdc81d5 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 20 Mar 2012 22:56:26 +0000 Subject: spelling cleanup: tesselate -> tessellate (last of these found) --- intern/cycles/subd/subd_dice.h | 8 ++++---- intern/cycles/subd/subd_mesh.cpp | 2 +- intern/cycles/subd/subd_mesh.h | 2 +- intern/cycles/subd/subd_split.h | 2 +- 4 files changed, 7 insertions(+), 7 deletions(-) (limited to 'intern/cycles/subd') diff --git a/intern/cycles/subd/subd_dice.h b/intern/cycles/subd/subd_dice.h index 71879f1f5f1..41b4902564d 100644 --- a/intern/cycles/subd/subd_dice.h +++ b/intern/cycles/subd/subd_dice.h @@ -19,8 +19,8 @@ #ifndef __SUBD_DICE_H__ #define __SUBD_DICE_H__ -/* DX11 like EdgeDice implementation, with different tesselation factors for - * each edge for watertight tesselation, with subpatch remapping to work with +/* DX11 like EdgeDice implementation, with different tessellation factors for + * each edge for watertight tessellation, with subpatch remapping to work with * DiagSplit. For more algorithm details, see the DiagSplit paper or the * ARB_tessellation_shader OpenGL extension, Section 2.X.2. */ @@ -59,7 +59,7 @@ public: /* Quad EdgeDice * - * Edge tesselation factors and subpatch coordinates are as follows: + * Edge tessellation factors and subpatch coordinates are as follows: * * tu1 * P01 --------- P11 @@ -115,7 +115,7 @@ public: /* Triangle EdgeDice * - * Edge tesselation factors and subpatch coordinates are as follows: + * Edge tessellation factors and subpatch coordinates are as follows: * * Pw * /\ diff --git a/intern/cycles/subd/subd_mesh.cpp b/intern/cycles/subd/subd_mesh.cpp index 3e6e0de48ea..becd5b9b5ec 100644 --- a/intern/cycles/subd/subd_mesh.cpp +++ b/intern/cycles/subd/subd_mesh.cpp @@ -285,7 +285,7 @@ void SubdMesh::link_boundary_edge(SubdEdge *edge) edge->vert->edge = edge; } -void SubdMesh::tesselate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth) +void SubdMesh::tessellate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth) { SubdBuilder *builder = SubdBuilder::create(linear); int num_faces = faces.size(); diff --git a/intern/cycles/subd/subd_mesh.h b/intern/cycles/subd/subd_mesh.h index 999d92d6daf..e4bd5f192ab 100644 --- a/intern/cycles/subd/subd_mesh.h +++ b/intern/cycles/subd/subd_mesh.h @@ -61,7 +61,7 @@ public: SubdFace *add_face(int *index, int num); bool link_boundary(); - void tesselate(DiagSplit *split, bool linear, + void tessellate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth); protected: diff --git a/intern/cycles/subd/subd_split.h b/intern/cycles/subd/subd_split.h index 8ec5d24266e..b03585174f7 100644 --- a/intern/cycles/subd/subd_split.h +++ b/intern/cycles/subd/subd_split.h @@ -20,7 +20,7 @@ #define __SUBD_SPLIT_H__ /* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering - * Splits up patches and determines edge tesselation factors for dicing. Patch + * Splits up patches and determines edge tessellation factors for dicing. Patch * evaluation at arbitrary points is required for this to work. See the paper * for more details. */ -- cgit v1.2.3