spelling cleanup: tesselate -> tessellate (last of these found)
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@@ -19,8 +19,8 @@
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#ifndef __SUBD_DICE_H__
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#define __SUBD_DICE_H__
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/* DX11 like EdgeDice implementation, with different tesselation factors for
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* each edge for watertight tesselation, with subpatch remapping to work with
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/* DX11 like EdgeDice implementation, with different tessellation factors for
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* each edge for watertight tessellation, with subpatch remapping to work with
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* DiagSplit. For more algorithm details, see the DiagSplit paper or the
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* ARB_tessellation_shader OpenGL extension, Section 2.X.2. */
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@@ -59,7 +59,7 @@ public:
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/* Quad EdgeDice
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*
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* Edge tesselation factors and subpatch coordinates are as follows:
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* Edge tessellation factors and subpatch coordinates are as follows:
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*
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* tu1
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* P01 --------- P11
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@@ -115,7 +115,7 @@ public:
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/* Triangle EdgeDice
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*
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* Edge tesselation factors and subpatch coordinates are as follows:
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* Edge tessellation factors and subpatch coordinates are as follows:
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*
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* Pw
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* /\
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@@ -285,7 +285,7 @@ void SubdMesh::link_boundary_edge(SubdEdge *edge)
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edge->vert->edge = edge;
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}
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void SubdMesh::tesselate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth)
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void SubdMesh::tessellate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth)
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{
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SubdBuilder *builder = SubdBuilder::create(linear);
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int num_faces = faces.size();
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@@ -61,7 +61,7 @@ public:
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SubdFace *add_face(int *index, int num);
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bool link_boundary();
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void tesselate(DiagSplit *split, bool linear,
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void tessellate(DiagSplit *split, bool linear,
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Mesh *mesh, int shader, bool smooth);
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protected:
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@@ -20,7 +20,7 @@
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#define __SUBD_SPLIT_H__
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/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
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* Splits up patches and determines edge tesselation factors for dicing. Patch
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* Splits up patches and determines edge tessellation factors for dicing. Patch
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* evaluation at arbitrary points is required for this to work. See the paper
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* for more details. */
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