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| author | Rémi Verschelde | 2017-03-24 21:45:31 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-03-24 21:45:31 +0100 |
| commit | debeee56f721178d44f71deb4e303b825d1dccd1 (patch) | |
| tree | 6c88f378419a5760bbe919c48c87d1c71a6ea548 /editor/io_plugins/editor_atlas.cpp | |
| parent | c103f32ea3b19c3588d54dcef98e307f8b823f4c (diff) | |
| download | godot-debeee56f721178d44f71deb4e303b825d1dccd1.tar.gz godot-debeee56f721178d44f71deb4e303b825d1dccd1.tar.zst godot-debeee56f721178d44f71deb4e303b825d1dccd1.zip | |
Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
Diffstat (limited to 'editor/io_plugins/editor_atlas.cpp')
| -rw-r--r-- | editor/io_plugins/editor_atlas.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/io_plugins/editor_atlas.cpp b/editor/io_plugins/editor_atlas.cpp index 1aa480f44..4be22c34c 100644 --- a/editor/io_plugins/editor_atlas.cpp +++ b/editor/io_plugins/editor_atlas.cpp @@ -49,7 +49,7 @@ void EditorAtlas::fit(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, //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 |
