diff --git a/code/AssetLib/FBX/FBXConverter.cpp b/code/AssetLib/FBX/FBXConverter.cpp index de0ed7745..fff617683 100644 --- a/code/AssetLib/FBX/FBXConverter.cpp +++ b/code/AssetLib/FBX/FBXConverter.cpp @@ -105,7 +105,7 @@ FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBo // The idea here is to traverse all objects to find these Textures and convert them, // so later during material conversion it will find converted texture in the textures_converted array. if (doc.Settings().readTextures) { - ConvertOrphantEmbeddedTextures(); + ConvertOrphanedEmbeddedTextures(); } ConvertRootNode(); @@ -3467,7 +3467,7 @@ void FBXConverter::TransferDataToScene() { } } -void FBXConverter::ConvertOrphantEmbeddedTextures() { +void FBXConverter::ConvertOrphanedEmbeddedTextures() { // in C++14 it could be: // for (auto&& [id, object] : objects) for (auto &&id_and_object : doc.Objects()) {