forked from bartvdbraak/blender
Fix a couple typos in comments.
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4f884e21b2
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132544dd02
@ -2363,7 +2363,7 @@ int mesh_recalcTesselation(CustomData *fdata,
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totface = mface_index;
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/* note essential but without this we store over-alloc'd memory in the CustomData layers */
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/* not essential but without this we store over-alloc'd memory in the CustomData layers */
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if (LIKELY((MEM_allocN_len(mface) / sizeof(*mface)) != totface)) {
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mface = MEM_reallocN(mface, sizeof(*mface) * totface);
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mface_to_poly_map = MEM_reallocN(mface_to_poly_map, sizeof(*mface_to_poly_map) * totface);
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@ -902,7 +902,7 @@ static void calc_sculpt_normal(Sculpt *sd, Object *ob, float an[3], PBVHNode **n
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/* For the smooth brush, uses the neighboring vertices around vert to calculate
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a smoothed location for vert. Skips corner vertices (used by only one
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polygon.) */
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static void neighbor_average(SculptSession *ss, float avg[3], const unsigned vert)
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static void neighbor_average(SculptSession *ss, float avg[3], unsigned vert)
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{
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int i, j, ok, total=0;
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IndexNode *node= ss->pmap[vert].first;
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@ -923,7 +923,7 @@ static void neighbor_average(SculptSession *ss, float avg[3], const unsigned ver
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while(node){
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f= &ss->mpoly[node->index];
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/* find the loop in the poly whic references this vertex */
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/* find the loop in the poly which references this vertex */
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ok = FALSE;
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ml = ss->mloop + f->loopstart;
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for (j = 0; j < f->totloop; j++, ml++) {
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