Fix spelling mistakes
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@@ -663,7 +663,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
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const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
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if( &weightNamesAcc != &jointNamesAcc)
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throw DeadlyImportError( "Temporary implementational lazyness. If you read this, please report to the author.");
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throw DeadlyImportError( "Temporary implementational laziness. If you read this, please report to the author.");
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// vertex weights
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const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
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const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource);
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@@ -1148,7 +1148,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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// Calculate resulting transformation
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aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
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// out of lazyness: we store the time in matrix.d4
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// out of laziness: we store the time in matrix.d4
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mat.d4 = time;
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resultTrafos.push_back( mat);
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@@ -1294,7 +1294,7 @@ void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
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_AI_MATKEY_TEXBLEND_BASE, type, idx);
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// UV source index ... if we didn't resolve the mapping, it is actually just
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// a guess but it works in most cases. We search for the frst occurence of a
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// a guess but it works in most cases. We search for the frst occurrence of a
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// number in the channel name. We assume it is the zero-based index into the
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// UV channel array of all corresponding meshes. It could also be one-based
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// for some exporters, but we won't care of it unless someone complains about.
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