HERE COMES AN S

This commit is contained in:
Seth Alves 2015-03-31 14:37:41 -07:00
parent 48144a46b1
commit af6ce8fb07

View file

@ -61,7 +61,7 @@ void RenderableModelEntityItem::remapTextures() {
}
if (!_model->isLoadedWithTextures()) {
return; // nothing to do if the model has not yet loaded it's default textures
return; // nothing to do if the model has not yet loaded its default textures
}
if (!_originalTexturesRead && _model->isLoadedWithTextures()) {
@ -220,7 +220,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
// if we have a URL, then we will want to end up returning a model...
if (!getModelURL().isEmpty()) {
// if we have a previously allocated model, but it's URL doesn't match
// if we have a previously allocated model, but its URL doesn't match
// then we need to let our renderer update our model for us.
if (_model && QUrl(getModelURL()) != _model->getURL()) {
result = _model = _myRenderer->updateModel(_model, getModelURL(), getCollisionModelURL());
@ -387,7 +387,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
}
// We expect that the collision model will have the same units and will be displaced
// from it's origin in the same way the visual model is. The visual model has
// from its origin in the same way the visual model is. The visual model has
// been centered and probably scaled. We take the scaling and offset which were applied
// to the visual model and apply them to the collision model (without regard for the
// collision model's extents).