diff --git a/distrib/shaders/Cook-Torrance.frag b/distrib/shaders/Cook-Torrance.frag index 82c5a42da..2c0fbd929 100644 --- a/distrib/shaders/Cook-Torrance.frag +++ b/distrib/shaders/Cook-Torrance.frag @@ -40,7 +40,7 @@ uniform float ni; void main() { - // the material propertise are embedded in the shader (for now) + // the material properties are embedded in the shader (for now) vec4 mat_ambient = vec4(1.0, 1.0, 1.0, 1.0); vec4 mat_diffuse = gl_Color;//vec4(1.0, 1.0, 1.0, 1.0); vec4 mat_specular= vec4(1.0, 1.0, 1.0, 1.0); diff --git a/distrib/shaders/decorate_shadow/vsm/objectVSM.frag b/distrib/shaders/decorate_shadow/vsm/objectVSM.frag index 452481f3b..d1c8513b6 100644 --- a/distrib/shaders/decorate_shadow/vsm/objectVSM.frag +++ b/distrib/shaders/decorate_shadow/vsm/objectVSM.frag @@ -6,7 +6,7 @@ uniform float shadowIntensity; // 1.0 black, 0, transparent vec4 shadowCoordPostW; float chebyshevUpperBound( float distance) { - // We retrive the two moments previously stored (depth and depth*depth) + // We retrieve the two moments previously stored (depth and depth*depth) vec2 moments = texture2D(shadowMap,shadowCoordPostW.xy).rb; // Surface is fully lit. as the current fragment is before the light occluder if (distance <= moments.x) diff --git a/distrib/shaders/decorate_shadow/vsmb/objectVSM.frag b/distrib/shaders/decorate_shadow/vsmb/objectVSM.frag index 264f142a3..e021c958e 100644 --- a/distrib/shaders/decorate_shadow/vsmb/objectVSM.frag +++ b/distrib/shaders/decorate_shadow/vsmb/objectVSM.frag @@ -7,7 +7,7 @@ uniform float shadowIntensity; // 1.0 black, 0, transparent vec4 shadowCoordPostW; float chebyshevUpperBound( float distance) { - // We retrive the two moments previously stored (depth and depth*depth) + // We retrieve the two moments previously stored (depth and depth*depth) vec2 moments = texture2D(shadowMap,shadowCoordPostW.xy).rb; // Surface is fully lit. as the current fragment is before the light occluder if (distance <= moments.x) diff --git a/distrib/shaders/splatpyramid/shader_analysis.frag b/distrib/shaders/splatpyramid/shader_analysis.frag index 21480aba7..75341c433 100644 --- a/distrib/shaders/splatpyramid/shader_analysis.frag +++ b/distrib/shaders/splatpyramid/shader_analysis.frag @@ -143,7 +143,7 @@ void main (void) { } // average values if there are any valid ellipses - // otherwise the pixel will be writen as unspecified + // otherwise the pixel will be written as unspecified if (valid_pixels > 0.0) { diff --git a/distrib/shaders/splatpyramid/shader_analysis_color.frag b/distrib/shaders/splatpyramid/shader_analysis_color.frag index 76be6a1bf..34bc40cbe 100644 --- a/distrib/shaders/splatpyramid/shader_analysis_color.frag +++ b/distrib/shaders/splatpyramid/shader_analysis_color.frag @@ -143,7 +143,7 @@ void main (void) { } // average values if there are any valid ellipses - // otherwise the pixel will be writen as unspecified + // otherwise the pixel will be written as unspecified if (valid_pixels > 0.0) { bufferA /= valid_pixels; diff --git a/distrib/shaders/splatpyramid/shader_point_projection.vert b/distrib/shaders/splatpyramid/shader_point_projection.vert index deb54cc0d..e75391e09 100644 --- a/distrib/shaders/splatpyramid/shader_point_projection.vert +++ b/distrib/shaders/splatpyramid/shader_point_projection.vert @@ -23,7 +23,7 @@ void main(void) radius_depth_w.x = 0.0; - // for some reason seting the vector to vec4(0.0) drops + // for some reason setting the vector to vec4(0.0) drops // the performance significantly, at least on the GeForce8800 -- RM 2007-10-19 gl_Position = vec4(1.0); } diff --git a/distrib/shaders/splatpyramid/shader_point_projection_color.frag b/distrib/shaders/splatpyramid/shader_point_projection_color.frag index d4d3f4c19..8ebdc9e25 100644 --- a/distrib/shaders/splatpyramid/shader_point_projection_color.frag +++ b/distrib/shaders/splatpyramid/shader_point_projection_color.frag @@ -31,7 +31,7 @@ void main(void) gl_FragData[1] = vec4 (radius_depth_w.y, 2.0*depth_interval, screen_pos); gl_FragData[2] = gl_Color; - // avoids point with low quality overwritting point with high quality + // avoids point with low quality overwriting point with high quality // during depth test //gl_FragDepth = gl_FragCoord.z - gl_Color.a*0.05; } diff --git a/distrib/shaders/splatpyramid/shader_point_projection_color.vert b/distrib/shaders/splatpyramid/shader_point_projection_color.vert index 52146ddc1..710d5dc56 100644 --- a/distrib/shaders/splatpyramid/shader_point_projection_color.vert +++ b/distrib/shaders/splatpyramid/shader_point_projection_color.vert @@ -22,7 +22,7 @@ void main(void) if ( (back_face_culling == 1) && ((dot < -0.0 ))) { radius_depth_w.x = 0.0; - // for some reason seting the vector to vec4(0.0) drops + // for some reason setting the vector to vec4(0.0) drops // the performance significantly, at least on the GeForce8800 -- RM 2007-10-19 gl_Position = vec4(1.0); } diff --git a/docs/dox/filter.dox b/docs/dox/filter.dox index a5e439a28..e9629f972 100644 --- a/docs/dox/filter.dox +++ b/docs/dox/filter.dox @@ -979,7 +979,7 @@ Generate a matrix transformation that rotates the mesh. The mesh can be rotated \c Enum Rotation on: Choose a method -- \c Enum Center of rotation: Choose a method -- \c DynamicFloat Rotation Angle Angle of rotation (in degree). If snapping is enable this value is rounded according to the snap value -- - \c Bool Snap angle If selected, before starting the filter will remove anyy unreference vertex (for which curvature values are not defined) -- + \c Bool Snap angle If selected, before starting the filter will remove any unreference vertex (for which curvature values are not defined) -- \c Point3f Custom axis This rotation axis is used only if the 'custom axis' option is chosen. -- \c Point3f Custom center This rotation center is used only if the 'custom point' option is chosen. -- \c Float Snapping Value This value is used to snap the rotation angle. -- @@ -1045,7 +1045,7 @@ Compute the principal directions of curvature with several algorithms

Parameters

- +
\c Enum Method: Choose a method --
\c Bool Remove Unreferenced Vertices If selected, before starting the filter will remove anyy unreference vertex (for which curvature values are not defined) --
\c Bool Remove Unreferenced Vertices If selected, before starting the filter will remove any unreference vertex (for which curvature values are not defined) --
\section f96 Close Holes @@ -1458,7 +1458,7 @@ Create a new mesh that is a resampled version of the current one.
The resampl \c Bool Clean Vertices If true the mesh generated by MC will be cleaned by unifying vertices that are almost coincident -- \c Bool Discretize If true the position of the intersected edge of the marching cube grid is not computed by linear interpolation, but it is placed in fixed middle position. As a consequence the resampled object will look severely aliased by a stairstep appearance.
Useful only for simulating the output of 3D printing devices. --
\c Bool Multisample If true the distance field is more accurately compute by multisampling the volume (7 sample for each voxel). Much slower but less artifacts. -- - \c Bool Absolute Distance If true a not signed distance field is computed. In this case you have to choose a not zero Offset and a double surface is built around the original surface, inside and outside. Is useful to convrt thin floating surfaces into solid, thick meshes.. t -- + \c Bool Absolute Distance If true a not signed distance field is computed. In this case you have to choose a not zero Offset and a double surface is built around the original surface, inside and outside. Is useful to convert thin floating surfaces into solid, thick meshes.. t -- \section f133 Voronoi Vertex Clustering diff --git a/src/common/plugins/action_searcher.h b/src/common/plugins/action_searcher.h index ac39e92c1..14dc984cd 100644 --- a/src/common/plugins/action_searcher.h +++ b/src/common/plugins/action_searcher.h @@ -47,7 +47,7 @@ private: // map that stores, for each string, all the actions that store that string in their titles std::map> titleActionsMap; - // map that stores, for each stirng, all the actions that store that stirng in their info + // map that stores, for each string, all the actions that store that string in their info std::map> infoActionsMap; struct ActionComparator { diff --git a/src/common/plugins/interfaces/filter_plugin.h b/src/common/plugins/interfaces/filter_plugin.h index 49f7807ef..15fc16611 100644 --- a/src/common/plugins/interfaces/filter_plugin.h +++ b/src/common/plugins/interfaces/filter_plugin.h @@ -134,7 +134,7 @@ public: /** * @brief This function should require true if the glContext is used by the * filter. Without this, the glContext will remain set to nullptr on non-GUI - * softwares that will use the filter (E.G. PyMeshLab). + * software that will use the filter (E.G. PyMeshLab). * Note: every filter that uses the glContext should first check if * glContext != nullptr. */ diff --git a/src/common/plugins/interfaces/io_plugin.h b/src/common/plugins/interfaces/io_plugin.h index a03b358c9..cde872599 100644 --- a/src/common/plugins/interfaces/io_plugin.h +++ b/src/common/plugins/interfaces/io_plugin.h @@ -428,7 +428,7 @@ public: /** * @brief The warningMessageString is invoked by the framework after the * execution of load/save functions. It returns the warning string containing - * all the warinings produced by the function, and it clears the string. + * all the warnings produced by the function, and it clears the string. */ QString warningMessageString() const; diff --git a/src/common/plugins/plugin_manager.cpp b/src/common/plugins/plugin_manager.cpp index 0d0c447b8..4d98c807b 100644 --- a/src/common/plugins/plugin_manager.cpp +++ b/src/common/plugins/plugin_manager.cpp @@ -61,7 +61,7 @@ PluginManager::~PluginManager() /** * @brief Checks if the given file is a valid MeshLab plugin. - * It does not add the plugin to the plugin manger. + * It does not add the plugin to the plugin manager. * * Note: this function is called automatically before loading a plugin. * diff --git a/src/common/utilities/load_save.cpp b/src/common/utilities/load_save.cpp index 5f8e0bb62..ae993d426 100644 --- a/src/common/utilities/load_save.cpp +++ b/src/common/utilities/load_save.cpp @@ -34,7 +34,7 @@ namespace meshlab { /** - * @brief This function assumes that you already have the followind data: + * @brief This function assumes that you already have the following data: * - the plugin that is needed to load the mesh * - the number of meshes that will be loaded from the file * - the list of MeshModel(s) that will contain the loaded mesh(es) diff --git a/src/meshlab/dialogs/filter_dock_dialog.cpp b/src/meshlab/dialogs/filter_dock_dialog.cpp index a831014d7..74745f78f 100644 --- a/src/meshlab/dialogs/filter_dock_dialog.cpp +++ b/src/meshlab/dialogs/filter_dock_dialog.cpp @@ -220,7 +220,7 @@ void FilterDockDialog::changeCurrentMesh(int meshId) bool FilterDockDialog::isPreviewable() const { - // the actual check whether the filter is previewable or not is made in the consturctor, calling + // the actual check whether the filter is previewable or not is made in the constructor, calling // the function isFilterPreviewable(). // when a filter is previewable, the previewCheckBox is visible. return ui->previewCheckBox->isVisible(); diff --git a/src/meshlab/mainwindow_Init.cpp b/src/meshlab/mainwindow_Init.cpp index 2e0377cbf..9b05ed676 100644 --- a/src/meshlab/mainwindow_Init.cpp +++ b/src/meshlab/mainwindow_Init.cpp @@ -730,7 +730,7 @@ void MainWindow::fillFilterMenu() filterMenu->addMenu(filterMenuOther); - //this is used just to fill the menus with alhabetical order + //this is used just to fill the menus with alphabetical order std::map mapFilterPlugins; //populate the map diff --git a/src/meshlabplugins/decorate_shadow/shadow_mapping.h b/src/meshlabplugins/decorate_shadow/shadow_mapping.h index 4cc2657e9..140d9b322 100644 --- a/src/meshlabplugins/decorate_shadow/shadow_mapping.h +++ b/src/meshlabplugins/decorate_shadow/shadow_mapping.h @@ -34,7 +34,7 @@ public: /** * Performs init commands. - * Initializes GLEW and performs setup, thes compiles and links the shader. + * Initializes GLEW and performs setup, then compiles and links the shader. * If something went wrong return false, otherwise true. * @return false if something went wrong, true otherwise. */ diff --git a/src/meshlabplugins/decorate_shadow/ssao.h b/src/meshlabplugins/decorate_shadow/ssao.h index 42f5cb81d..14c28f075 100644 --- a/src/meshlabplugins/decorate_shadow/ssao.h +++ b/src/meshlabplugins/decorate_shadow/ssao.h @@ -35,7 +35,7 @@ public: /** * Performs init commands. - * Initializes GLEW and performs setup, thes compiles and links the shaders. + * Initializes GLEW and performs setup, then compiles and links the shaders. * If something went wrong return false, otherwise true. * @return false if something went wrong, true otherwise. */ diff --git a/src/meshlabplugins/decorate_shadow/variance_shadow_mapping.h b/src/meshlabplugins/decorate_shadow/variance_shadow_mapping.h index b727280a4..a87caee4a 100644 --- a/src/meshlabplugins/decorate_shadow/variance_shadow_mapping.h +++ b/src/meshlabplugins/decorate_shadow/variance_shadow_mapping.h @@ -36,7 +36,7 @@ public: /** * Performs init commands. - * Initializes GLEW and performs setup, thes compiles and links the shaders. + * Initializes GLEW and performs setup, then compiles and links the shaders. * If something went wrong return false, otherwise true. * @return false if something went wrong, true otherwise. */ diff --git a/src/meshlabplugins/decorate_shadow/variance_shadow_mapping_blur.h b/src/meshlabplugins/decorate_shadow/variance_shadow_mapping_blur.h index 6744e0d64..51419fd78 100644 --- a/src/meshlabplugins/decorate_shadow/variance_shadow_mapping_blur.h +++ b/src/meshlabplugins/decorate_shadow/variance_shadow_mapping_blur.h @@ -35,7 +35,7 @@ public: /** * Performs init commands. - * Initializes GLEW and performs setup, thes compiles and links the shaders. + * Initializes GLEW and performs setup, then compiles and links the shaders. * If something went wrong return false, otherwise true. * @return false if something went wrong, true otherwise. */ diff --git a/src/meshlabplugins/edit_paint/edit_paint.h b/src/meshlabplugins/edit_paint/edit_paint.h index e0394971a..eeac654ea 100644 --- a/src/meshlabplugins/edit_paint/edit_paint.h +++ b/src/meshlabplugins/edit_paint/edit_paint.h @@ -412,7 +412,7 @@ inline bool isIn(const QPointF &p0, const QPointF &p1, float x, float y, float r } } - // there could be some problem when point is nearer p0 or p1 and viceversa + // there could be some problem when point is nearer p0 or p1 and vice-versa // so i have to check both. is only needed with smooth_borders bool found = false; float dx = (x - p1.x()); diff --git a/src/meshlabplugins/edit_quality/TO DO.txt b/src/meshlabplugins/edit_quality/TO DO.txt index e0c452ab6..6bf187f3e 100644 --- a/src/meshlabplugins/edit_quality/TO DO.txt +++ b/src/meshlabplugins/edit_quality/TO DO.txt @@ -1,2 +1,2 @@ -0.11 02/07/2008 fixed bug abount minspinbox and max spinbox ranges +0.11 02/07/2008 fixed bug about minspinbox and max spinbox ranges diff --git a/src/meshlabplugins/filter_clean/cleanfilter.cpp b/src/meshlabplugins/filter_clean/cleanfilter.cpp index 9b7249637..7e081cf9a 100644 --- a/src/meshlabplugins/filter_clean/cleanfilter.cpp +++ b/src/meshlabplugins/filter_clean/cleanfilter.cpp @@ -375,7 +375,7 @@ RichParameterList CleanFilter::initParameterList(const QAction* action, const Me 0, {"Edge Collapse", "Edge Flip"}, "Method", - "Selects wether to remove t-vertices by edge collapse or edge flip.")); + "Selects whether to remove t-vertices by edge collapse or edge flip.")); parlst.addParam(RichFloat( "Threshold", 40, @@ -404,7 +404,7 @@ RichParameterList CleanFilter::initParameterList(const QAction* action, const Me 0, {"Remove Faces", "Split Vertices"}, "Method", - "Selects wether to remove non manifold edges by removing faces or by splitting " + "Selects whether to remove non manifold edges by removing faces or by splitting " "vertices.")); default: break; // do not add any parameter for the other filters } diff --git a/src/meshlabplugins/filter_isoparametrization/parametrizator.h b/src/meshlabplugins/filter_isoparametrization/parametrizator.h index 74b03db23..bb0792737 100644 --- a/src/meshlabplugins/filter_isoparametrization/parametrizator.h +++ b/src/meshlabplugins/filter_isoparametrization/parametrizator.h @@ -668,7 +668,7 @@ public: int lower_limit; int interval; int accuracy; - //edn parameters + //end parameters MyTriEdgeCollapse *next_oper; MyTriEdgeFlip *next_flip; diff --git a/src/meshlabplugins/filter_isoparametrization/texcoord_optimization.h b/src/meshlabplugins/filter_isoparametrization/texcoord_optimization.h index 0ac40ee81..d561498df 100644 --- a/src/meshlabplugins/filter_isoparametrization/texcoord_optimization.h +++ b/src/meshlabplugins/filter_isoparametrization/texcoord_optimization.h @@ -43,7 +43,7 @@ protected: SimpleTempData isFixed; public: - /* Tpyes */ + /* Types */ typedef MESH_TYPE MeshType; typedef typename MESH_TYPE::VertexIterator VertexIterator; typedef typename MESH_TYPE::FaceIterator FaceIterator; diff --git a/src/meshlabplugins/filter_meshing/meshfilter.cpp b/src/meshlabplugins/filter_meshing/meshfilter.cpp index 22117e356..c48cb5796 100644 --- a/src/meshlabplugins/filter_meshing/meshfilter.cpp +++ b/src/meshlabplugins/filter_meshing/meshfilter.cpp @@ -340,14 +340,14 @@ QString ExtraMeshFilterPlugin::filterInfo(ActionIDType filterID) const "
Luiz Velho, Denis Zorin " "
CAGD, volume 18, Issue 5, Pages 397-427. "); case FP_CLUSTERING : return tr("Collapse vertices by creating a three dimensional grid enveloping the mesh and discretizes them based on the cells of this grid"); - case FP_QUADRIC_SIMPLIFICATION : return tr("Simplify a mesh using a quadric based edge-collapse strategy. A variant of the well known Garland and Heckbert simplification algorithm with different weighting schemes to better cope with aspect ration andd planar/degenerate quadrics areas." + case FP_QUADRIC_SIMPLIFICATION : return tr("Simplify a mesh using a quadric based edge-collapse strategy. A variant of the well known Garland and Heckbert simplification algorithm with different weighting schemes to better cope with aspect ration and planar/degenerate quadrics areas." "
See:
" "M. Garland and P. Heckbert.
" "Surface Simplification Using Quadric Error Metrics (pdf)
" "In Proceedings of SIGGRAPH 97.

"); case FP_QUADRIC_TEXCOORD_SIMPLIFICATION : return tr("Simplify a textured mesh using a Quadric based Edge Collapse Strategy preserving UV parametrization. " "Inspired in the QSLIM surface simplification algorithm " - "by Michael Garland, which turned into the industry standar method for mesh simplification." + "by Michael Garland, which turned into the industry standard method for mesh simplification." "
See:
" "M. Garland and P. Heckbert.
" "Simplifying Surfaces with Color and Texture using Quadric Error Metrics (pdf)
" diff --git a/src/meshlabplugins/filter_screened_poisson/Src/Octree.inl b/src/meshlabplugins/filter_screened_poisson/Src/Octree.inl index 31cb24d89..26b056507 100755 --- a/src/meshlabplugins/filter_screened_poisson/Src/Octree.inl +++ b/src/meshlabplugins/filter_screened_poisson/Src/Octree.inl @@ -705,7 +705,7 @@ template< bool CreateNodes > bool OctNode< NodeData >::NeighborKey< LeftRadius , RightRadius >::getChildNeighbors( int cIdx , int d , Neighbors< Width >& cNeighbors , void (*Initializer)( OctNode& ) ) const { Neighbors< Width >& pNeighbors = neighbors[d]; - // Check that we actuall have a center node + // Check that we actually have a center node if( !pNeighbors.neighbors[LeftRadius][LeftRadius][LeftRadius] ) return false; // Get the indices of the child node that would contain the point (and its antipode) @@ -756,7 +756,7 @@ template< bool CreateNodes , class Real > bool OctNode< NodeData >::NeighborKey< LeftRadius , RightRadius >::getChildNeighbors( Point3D< Real > p , int d , Neighbors< Width >& cNeighbors , void (*Initializer)( OctNode& ) ) const { Neighbors< Width >& pNeighbors = neighbors[d]; - // Check that we actuall have a center node + // Check that we actually have a center node if( !pNeighbors.neighbors[LeftRadius][LeftRadius][LeftRadius] ) return false; Point3D< Real > c; Real w; diff --git a/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp b/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp index 6679a85b5..2aaea4de7 100644 --- a/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp +++ b/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp @@ -128,7 +128,7 @@ QString SdfGpuPlugin::filterInfo(ActionIDType filterId) const "several rays are sent inside a cone, centered around the point's inward-normal, to the other side of the mesh. The result is a weighted sum of all rays lengths. " "For further details, see the reference paper:
" "Shapira Shamir Cohen-Or,
" - "Consistent Mesh Partitioning and Skeletonisation using the shaper diamter function, Visual Comput. J. (2008)
"); + "Consistent Mesh Partitioning and Skeletonisation using the shaper diameter function, Visual Comput. J. (2008) "); case SDF_DEPTH_COMPLEXITY : return QString("Calculate the depth complexity of the mesh, that is: the maximum number of layers that a ray can hit while traversing the mesh. To have a correct value, you should specify and high value in the peeling iteration parameter. " "You can read the result in the MeshLab log window. If warnings are not present, you have the exact value, otherwise try increasing the peeling iteration parameter. After having calculated the correct value," "you can ignore further warnings that you may get using that value.. "); diff --git a/src/meshlabplugins/filter_texture_defragmentation/TextureDefragmentation/src/seam_remover.cpp b/src/meshlabplugins/filter_texture_defragmentation/TextureDefragmentation/src/seam_remover.cpp index d491c6988..25e572b39 100644 --- a/src/meshlabplugins/filter_texture_defragmentation/TextureDefragmentation/src/seam_remover.cpp +++ b/src/meshlabplugins/filter_texture_defragmentation/TextureDefragmentation/src/seam_remover.cpp @@ -1034,7 +1034,7 @@ static CheckStatus CheckAfterLocalOptimizationInner(SeamData& sd, AlgoStateHandl } // also ensure the optimization border does not intersect the border of the fixed area - // note that this check is not suficient, we should make sure that the optimization AREA + // note that this check is not sufficient, we should make sure that the optimization AREA // does not intersect with the non-optimized area. This check should be done either with // rasterization or triangle intersections std::vector nopVecBorder; diff --git a/src/meshlabplugins/io_gltf/gltf_loader.cpp b/src/meshlabplugins/io_gltf/gltf_loader.cpp index e6d896a15..a28fea307 100644 --- a/src/meshlabplugins/io_gltf/gltf_loader.cpp +++ b/src/meshlabplugins/io_gltf/gltf_loader.cpp @@ -441,7 +441,7 @@ void loadMeshPrimitive( loadAttribute(m, ivp, model, p, INDICES); progress.increment(); - // if vTex was true, it means that we loaded texcoords, that have been transfered from vertex to + // if vTex was true, it means that we loaded texcoords, that have been transferred from vertex to // wedges when loading triangle indices. Therefore, we can remove vertex texcoords and leave // only wedges, which are the only that can be rendered with multiple textures in meshlab // TODO: remove this mechanism whenever vertex texcoords allow to render multiple textures in @@ -462,7 +462,7 @@ void loadMeshPrimitive( * vector ivp. For all the other parameters, ivp is a const input. * * If the primitive does not contain the primitive p, nothing is done. - * Howerver, id the attribute is POSITION, then a MLException will be thrown. + * However, id the attribute is POSITION, then a MLException will be thrown. * * * @param m diff --git a/src/meshlabplugins/io_x3d/import_x3d.h b/src/meshlabplugins/io_x3d/import_x3d.h index f62b2cda5..bf5945451 100644 --- a/src/meshlabplugins/io_x3d/import_x3d.h +++ b/src/meshlabplugins/io_x3d/import_x3d.h @@ -2717,7 +2717,7 @@ public: - //Merge all meshes in the x3d's file in the templeted mesh m + //Merge all meshes in the x3d's file in the templated mesh m static int Open(OpenMeshType& m, const char* filename, AdditionalInfoX3D*& info, CallBackPos *cb = 0) { vcg::Matrix44 tMatrix;