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-rw-r--r--core/math/geometry.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp
index ec4d352a8f..618017f8b3 100644
--- a/core/math/geometry.cpp
+++ b/core/math/geometry.cpp
@@ -6,6 +6,7 @@
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -990,7 +991,7 @@ void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_resu
//super simple, almost brute force scanline stacking fitter
//it's pretty basic for now, but it tries to make sure that the aspect ratio of the
- //resulting atlas is somehow square. This is necesary because video cards have limits
+ //resulting atlas is somehow square. This is necessary because video cards have limits
//on texture size (usually 2048 or 4096), so the more square a texture, the more chances
//it will work in every hardware.
// for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
@@ -1057,7 +1058,7 @@ void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_resu
if (end_w > max_w)
max_w = end_w;
- if (ofs == 0 || end_h > limit_h) //while h limit not reched, keep stacking
+ if (ofs == 0 || end_h > limit_h) //while h limit not reached, keep stacking
ofs += wrects[j].s.width;
}