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-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index 8d82fb2eeb..8c3c04674b 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -310,8 +310,8 @@ void EditorSceneImporterAssimp::_generate_bone_groups(ImportState &state, const
const aiBone *bone = mesh->mBones[j];
String name = _assimp_get_string(bone->mName);
ownership[name] = owned_by;
- //store the actuall full path for the bone transform
- //when skeleton finds it's place in the tree, it will be restored
+ //store the actual full path for the bone transform
+ //when skeleton finds its place in the tree, it will be restored
bind_xforms[name] = mesh_offset * _assimp_matrix_transform(bone->mOffsetMatrix);
}
}
@@ -855,9 +855,7 @@ Ref<Material> EditorSceneImporterAssimp::_generate_material_from_index(ImportSta
Ref<Texture> texture = _load_texture(state, path);
if (texture != NULL) {
- if (map_mode != NULL) {
- _set_texture_mapping_mode(map_mode, texture);
- }
+ _set_texture_mapping_mode(map_mode, texture);
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
}
@@ -1460,7 +1458,7 @@ void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode
int mesh_index = p_assimp_node->mMeshes[i];
surface_indices.push_back(mesh_index);
- //take the chane and attempt to find the skeleton from the bones
+ //take the chance and attempt to find the skeleton from the bones
if (!skeleton) {
aiMesh *ai_mesh = state.assimp_scene->mMeshes[p_assimp_node->mMeshes[i]];
for (uint32_t j = 0; j < ai_mesh->mNumBones; j++) {
@@ -1598,7 +1596,7 @@ void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode
skeleton->localize_rests();
node_name = "Skeleton"; //don't use the bone root name
- node_transform = Transform(); //dont transform
+ node_transform = Transform(); //don't transform
new_node = skeleton;
} else {