spelling cleanup: tesselate -> tessellate (last of these found)

This commit is contained in:
Campbell Barton
2012-03-20 22:56:26 +00:00
parent 6193c47c39
commit 303cecf139
20 changed files with 53 additions and 53 deletions

View File

@@ -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 */

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@@ -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 */

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@@ -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
* /\

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@@ -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();

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@@ -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:

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@@ -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. */