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/boolop/intern/BOP_CarveInterface.cpp | 2 +- intern/cycles/app/cycles_xml.cpp | 2 +- intern/cycles/blender/blender_mesh.cpp | 2 +- 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 +- 7 files changed, 10 insertions(+), 10 deletions(-) (limited to 'intern') diff --git a/intern/boolop/intern/BOP_CarveInterface.cpp b/intern/boolop/intern/BOP_CarveInterface.cpp index aa6de7f3017..ff7244ea84b 100644 --- a/intern/boolop/intern/BOP_CarveInterface.cpp +++ b/intern/boolop/intern/BOP_CarveInterface.cpp @@ -771,7 +771,7 @@ BoolOpState BOP_performBooleanOperation(BoolOpType opType, // prepare operands for actual boolean operation. it's needed because operands might consist of // several intersecting meshes and in case if another operands intersect an edge loop of intersecting that - // meshes tesselation of operation result can't be done properly. the only way to make such situations + // meshes tessellation of operation result can't be done properly. the only way to make such situations // working is to union intersecting meshes of the same operand Carve_unionIntersections(&left, &right, oface_num); diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp index 283bdf52e03..b93f61b98d5 100644 --- a/intern/cycles/app/cycles_xml.cpp +++ b/intern/cycles/app/cycles_xml.cpp @@ -678,7 +678,7 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node) //dsplit.dicing_rate = 5.0f; dsplit.dicing_rate = state.dicing_rate; xml_read_float(&dsplit.dicing_rate, node, "dicing_rate"); - sdmesh.tesselate(&dsplit, false, mesh, shader, smooth); + sdmesh.tessellate(&dsplit, false, mesh, shader, smooth); } else { /* create vertices */ diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 9f5446f6e69..4153dd31c77 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -217,7 +217,7 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con dsplit.camera = NULL; dsplit.dicing_rate = RNA_float_get(cmesh, "dicing_rate"); - sdmesh.tesselate(&dsplit, false, mesh, used_shaders[0], true); + sdmesh.tessellate(&dsplit, false, mesh, used_shaders[0], true); } /* Sync */ 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