//! puts them in an entity called Selection (see package SelectMgr) and returns it.
//!
//! A Priority for the decomposed pickable objects can be given ;
-//! by default There is A Preset Hierachy:
+//! by default There is A Preset Hierarchy:
//! Vertex priority : 5
//! Edge priority : 4
//! Wire priority : 3
//! called to compute sensitive entities on faces.
Standard_EXPORT static void Load (const Handle(SelectMgr_Selection)& aSelection, const TopoDS_Shape& aShape, const TopAbs_ShapeEnum aType, const Standard_Real theDeflection, const Standard_Real theDeviationAngle, const Standard_Boolean AutoTriangulation = Standard_True, const Standard_Integer aPriority = -1, const Standard_Integer NbPOnEdge = 9, const Standard_Real MaximalParameter = 500);
- //! Same functionnalities ; the only
+ //! Same functionalities ; the only
//! difference is that the selectable object from which the
//! selection comes is stored in each Sensitive EntityOwner;
//! decomposition of <aShape> into sensitive entities following