From 690858166c2e3b1d8536257dd1faf83fb59c44ee Mon Sep 17 00:00:00 2001 From: Benjamin Brienen Date: Mon, 10 Mar 2025 22:53:00 +0100 Subject: [PATCH] Fix mikkitspace typos (#18218) # Objective Correct spelling ## Solution Fix 2 minor typos in crates/bevy_mikkitspace ## Testing Doesn't change functional code --- crates/bevy_mikktspace/README.md | 2 +- crates/bevy_mikktspace/src/generated.rs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/crates/bevy_mikktspace/README.md b/crates/bevy_mikktspace/README.md index a9049ee1ba..6ad4a72a4f 100644 --- a/crates/bevy_mikktspace/README.md +++ b/crates/bevy_mikktspace/README.md @@ -6,7 +6,7 @@ [![Docs](https://docs.rs/bevy_mikktspace/badge.svg)](https://docs.rs/bevy_mikktspace/latest/bevy_mikktspace/) [![Discord](https://img.shields.io/discord/691052431525675048.svg?label=&logo=discord&logoColor=ffffff&color=7389D8&labelColor=6A7EC2)](https://discord.gg/bevy) -This is a fork of [https://github.com/gltf-rs/mikktspace](https://github.com/gltf-rs/mikktspace), which in turn is a port of the Mikkelsen Tangent Space Algorithm reference implementation to Rust. It has been forked for use in the bevy game engine to be able to update maths crate dependencies in lock-step with bevy releases. It is vendored in the bevy repository itself as [crates/bevy_mikktspace](https://github.com/bevyengine/bevy/tree/main/crates/bevy_mikktspace). +This is a fork of [https://github.com/gltf-rs/mikktspace](https://github.com/gltf-rs/mikktspace), which in turn is a port of the Mikkelsen Tangent Space Algorithm reference implementation to Rust. It has been forked for use in the bevy game engine to be able to update math crate dependencies in lock-step with bevy releases. It is vendored in the bevy repository itself as [crates/bevy_mikktspace](https://github.com/bevyengine/bevy/tree/main/crates/bevy_mikktspace). Port of the [Mikkelsen Tangent Space Algorithm](https://archive.blender.org/wiki/2015/index.php/Dev:Shading/Tangent_Space_Normal_Maps/) reference implementation. diff --git a/crates/bevy_mikktspace/src/generated.rs b/crates/bevy_mikktspace/src/generated.rs index 8e6a2b27b3..a726eb5bc8 100644 --- a/crates/bevy_mikktspace/src/generated.rs +++ b/crates/bevy_mikktspace/src/generated.rs @@ -95,7 +95,7 @@ impl STSpace { // of the vertex shader, as explained earlier, then be sure to do this in the normal map sampler also. // Finally, beware of quad triangulations. If the normal map sampler doesn't use the same triangulation of // quads as your renderer then problems will occur since the interpolated tangent spaces will differ -// eventhough the vertex level tangent spaces match. This can be solved either by triangulating before +// even though the vertex level tangent spaces match. This can be solved either by triangulating before // sampling/exporting or by using the order-independent choice of diagonal for splitting quads suggested earlier. // However, this must be used both by the sampler and your tools/rendering pipeline. // internal structure