diff --git a/src/fbx/Fbx2Raw.cpp b/src/fbx/Fbx2Raw.cpp index af05e91..504bd60 100644 --- a/src/fbx/Fbx2Raw.cpp +++ b/src/fbx/Fbx2Raw.cpp @@ -801,7 +801,7 @@ bool LoadFBXFile(RawModel &raw, const char *fbxFileName, const char *textureExte FbxAxisSystem::MayaYUp.ConvertScene(pScene); // FBX's internal unscaled unit is centimetres, and if you choose not to work in that unit, - // you will find scaling transfgrms on all the children of the root node. Those transforms are + // you will find scaling transforms on all the children of the root node. Those transforms are // superfluous and cause a lot of people a lot of trouble. Luckily we can get rid of them by // converting to CM here (which just gets rid of the scaling), and then we pre-multiply the // scale factor into every vertex position (and related attributes) instead.