From aa49ca25d5e519b7ffe7d7d1c7c79017f5909972 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 26 Sep 2012 20:05:38 +0000 Subject: incorrect spelling in comments --- source/blender/collada/DocumentImporter.cpp | 2 +- source/blender/collada/MeshImporter.cpp | 6 +++--- source/blender/collada/MeshImporter.h | 26 +++++++++++++------------- 3 files changed, 17 insertions(+), 17 deletions(-) (limited to 'source/blender/collada') diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp index f29933ea0c1..4d4f26561e3 100644 --- a/source/blender/collada/DocumentImporter.cpp +++ b/source/blender/collada/DocumentImporter.cpp @@ -210,7 +210,7 @@ void DocumentImporter::finish() } - mesh_importer.optimize_material_assignements(); + mesh_importer.optimize_material_assignments(); armature_importer.set_tags_map(this->uid_tags_map); armature_importer.make_armatures(mContext); diff --git a/source/blender/collada/MeshImporter.cpp b/source/blender/collada/MeshImporter.cpp index cf211e2fbb1..47ee35f0268 100644 --- a/source/blender/collada/MeshImporter.cpp +++ b/source/blender/collada/MeshImporter.cpp @@ -1061,7 +1061,7 @@ std::vector MeshImporter::get_all_users_of(Mesh *reference_mesh) * * During import all materials have been assigned to Object. * Now we iterate over the imported objects and optimize - * the assignements as follows: + * the assignments as follows: * * for each imported geometry: * if number of users is 1: @@ -1075,7 +1075,7 @@ std::vector MeshImporter::get_all_users_of(Mesh *reference_mesh) * adjust all other users accordingly. * **/ -void MeshImporter::optimize_material_assignements() +void MeshImporter::optimize_material_assignments() { for (std::vector::iterator it = imported_objects.begin(); it != imported_objects.end(); ++it) @@ -1119,7 +1119,7 @@ void MeshImporter::optimize_material_assignements() * come along with different materials. So we first create the objects * and assign the materials to Object, then in a later cleanup we decide * which materials shall be moved to the created geometries. Also see - * optimize_material_assignements() above. + * optimize_material_assignments() above. */ MTFace *MeshImporter::assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial, std::map& uid_material_map, diff --git a/source/blender/collada/MeshImporter.h b/source/blender/collada/MeshImporter.h index 2cac26d5329..746b0738108 100644 --- a/source/blender/collada/MeshImporter.h +++ b/source/blender/collada/MeshImporter.h @@ -106,10 +106,10 @@ private: #endif void set_face_uv(MTFace *mtface, UVDataWrapper &uvs, - COLLADAFW::IndexList& index_list, unsigned int *tris_indices); + COLLADAFW::IndexList& index_list, unsigned int *tris_indices); void set_face_uv(MTFace *mtface, UVDataWrapper &uvs, - COLLADAFW::IndexList& index_list, int index, bool quad); + COLLADAFW::IndexList& index_list, int index, bool quad); #ifdef COLLADA_DEBUG void print_index_list(COLLADAFW::IndexList& index_list); @@ -132,7 +132,7 @@ private: CustomData create_edge_custom_data(EdgeHash *eh); - void allocate_face_data(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris); + void allocate_face_data(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris); // TODO: import uv set names void read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris); @@ -153,22 +153,22 @@ public: virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid); MTex *assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture, - Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map, - MTex *color_texture); + Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map, + MTex *color_texture); - void optimize_material_assignements(); + void optimize_material_assignments(); MTFace *assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial, - std::map& uid_material_map, - Object *ob, const COLLADAFW::UniqueId *geom_uid, - MTex **color_texture, char *layername, MTFace *texture_face, - std::map& material_texture_mapping_map, short mat_index); + std::map& uid_material_map, + Object *ob, const COLLADAFW::UniqueId *geom_uid, + MTex **color_texture, char *layername, MTFace *texture_face, + std::map& material_texture_mapping_map, short mat_index); Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom, - bool isController, - std::map& uid_material_map, - std::map& material_texture_mapping_map); + bool isController, + std::map& uid_material_map, + std::map& material_texture_mapping_map); // create a mesh storing a pointer in a map so it can be retrieved later by geometry UID bool write_geometry(const COLLADAFW::Geometry* geom); -- cgit v1.2.3