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-rw-r--r--modules/bullet/soft_body_bullet.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/modules/bullet/soft_body_bullet.cpp b/modules/bullet/soft_body_bullet.cpp
index 371800d8f3..81b832fb42 100644
--- a/modules/bullet/soft_body_bullet.cpp
+++ b/modules/bullet/soft_body_bullet.cpp
@@ -71,7 +71,7 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
return;
}
- /// Update visual server vertices
+ /// Update rendering server vertices
const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
const int nodes_count = nodes.size();
@@ -298,11 +298,11 @@ bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
- /// Parse visual server indices to physical indices.
- /// Merge all overlapping vertices and create a map of physical vertices to visual server
+ /// Parse rendering server indices to physical indices.
+ /// Merge all overlapping vertices and create a map of physical vertices to rendering server
{
- /// This is the map of visual server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
+ /// This is the map of rendering server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
Vector<int> vs_indices_to_physics_table;
{ // Map vertices