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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-24 21:45:31 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-24 21:45:31 +0100 |
commit | debeee56f721178d44f71deb4e303b825d1dccd1 (patch) | |
tree | 6c88f378419a5760bbe919c48c87d1c71a6ea548 /editor/collada | |
parent | c103f32ea3b19c3588d54dcef98e307f8b823f4c (diff) |
Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
Diffstat (limited to 'editor/collada')
-rw-r--r-- | editor/collada/collada.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/editor/collada/collada.cpp b/editor/collada/collada.cpp index d96f1f4b6e..4705810eca 100644 --- a/editor/collada/collada.cpp +++ b/editor/collada/collada.cpp @@ -1697,7 +1697,7 @@ Collada::Node *Collada::_parse_visual_scene_node(XMLParser &parser) { } else if (section != "node") { //usually what defines the type of node - //print_line(" dont know what to do with "+section); + //print_line(" don't know what to do with "+section); if (section.begins_with("instance_")) { if (!node) { @@ -2444,7 +2444,7 @@ bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, L //p_node->default_transform=Transform(); //this seems to be correct, because bind shape makes the object local to the skeleton p_node->ignore_anim = true; // collada may animate this later, if it does, then this is not supported (redo your original asset and don't animate the base mesh) p_node->parent = sk; - //sk->children.push_back(0,p_node); //avoid INFINIT loop + //sk->children.push_back(0,p_node); //avoid INFINITE loop p_mgeom->push_back(p_node); return true; } |