Spelling fixes

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-04-27 18:44:33 +00:00
parent 80788a4198
commit 36fc0bc8d2
14 changed files with 86 additions and 86 deletions

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@ -622,7 +622,7 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const
}
}
// attachements
// attachments
const SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex);
core::vector3df v[8];
for (u32 i = 0; i < Header->numattachments; i++)

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@ -31,7 +31,7 @@ struct SMD3Frame
//! An attachment point for another MD3 model.
struct SMD3Tag
{
c8 Name[64]; //name of 'tag' as it's usually called in the md3 files try to see it as a sub-mesh/seperate mesh-part.
c8 Name[64]; //name of 'tag' as it's usually called in the md3 files try to see it as a sub-mesh/separate mesh-part.
f32 position[3]; //relative position of tag
f32 rotationMatrix[9]; //3x3 rotation direction of tag
} PACK_STRUCT;

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@ -18,7 +18,7 @@ namespace scene
class ISceneNodeAnimator;
class ISceneManager;
//! Interface making it possible to dynamicly create scene nodes animators
//! Interface making it possible to dynamically create scene nodes animators
class CDefaultSceneNodeAnimatorFactory : public ISceneNodeAnimatorFactory
{
public:

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@ -952,7 +952,7 @@ scene::SMesh** CQ3LevelMesh::buildMesh(s32 num)
item[g].index != E_Q3_MESH_FOG ? material : material2 );
}
// create a seperate mesh buffer
// create a separate mesh buffer
if ( 0 == buffer )
{
buffer = new scene::SMeshBufferLightMap();

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@ -427,7 +427,7 @@ CSceneManager::~CSceneManager()
}
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
{
io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
@ -450,7 +450,7 @@ IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path&
}
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
{
if (!file)

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@ -40,10 +40,10 @@ namespace scene
//! destructor
virtual ~CSceneManager();
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) IRR_OVERRIDE;
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
virtual IAnimatedMesh* getMesh(io::IReadFile* file) IRR_OVERRIDE;
//! Returns an interface to the mesh cache which is shared between all existing scene managers.
@ -124,7 +124,7 @@ namespace scene
virtual IOctreeSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) IRR_OVERRIDE;
//! Adss a scene node for rendering using a octree. This a good method for rendering
//! Adds a scene node for rendering using a octree. This a good method for rendering
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
//! faster then a bsp tree.
virtual IOctreeSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
@ -141,7 +141,7 @@ namespace scene
const core::vector3df& lookat = core::vector3df(0,0,100),
s32 id=-1, bool makeActive=true) IRR_OVERRIDE;
//! Adds a camera scene node which is able to be controlle with the mouse similar
//! Adds a camera scene node which is able to be controlled with the mouse similar
//! like in the 3D Software Maya by Alias Wavefront.
//! The returned pointer must not be dropped.
virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
@ -151,7 +151,7 @@ namespace scene
, f32 rotX = 0.f, f32 rotY = 0.f
) IRR_OVERRIDE;
//! Adds a camera scene node which is able to be controled with the mouse and keys
//! Adds a camera scene node which is able to be controlled with the mouse and keys
//! like in most first person shooters (FPS):
virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
@ -641,7 +641,7 @@ namespace scene
//! file system
io::IFileSystem* FileSystem;
//! GUI Enviroment ( Debug Purpose )
//! GUI Environment (debug purpose)
gui::IGUIEnvironment* GUIEnvironment;
//! cursor control

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@ -3337,7 +3337,7 @@ void CBurningVideoDriver::setMaterial(const SMaterial& material)
//if (maxTex < 4) texture3 = 0;
//todo: seperate depth test from depth write
//todo: separate depth test from depth write
Material.depth_write = getWriteZBuffer(in);
Material.depth_test = in.ZBuffer != ECFN_DISABLED && Material.depth_write;

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@ -332,7 +332,7 @@ struct ALIGN(16) sVec4
out.z = (z * l) + ofs;
}
//shader suppport
//shader support
sVec4(const sVec4& a, double _w)
{
x = a.x;