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Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -622,7 +622,7 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const
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}
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}
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// attachements
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// attachments
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const SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex);
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core::vector3df v[8];
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for (u32 i = 0; i < Header->numattachments; i++)
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@ -31,7 +31,7 @@ struct SMD3Frame
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//! An attachment point for another MD3 model.
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struct SMD3Tag
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{
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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.
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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.
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f32 position[3]; //relative position of tag
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f32 rotationMatrix[9]; //3x3 rotation direction of tag
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} PACK_STRUCT;
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@ -18,7 +18,7 @@ namespace scene
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class ISceneNodeAnimator;
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class ISceneManager;
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//! Interface making it possible to dynamicly create scene nodes animators
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//! Interface making it possible to dynamically create scene nodes animators
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class CDefaultSceneNodeAnimatorFactory : public ISceneNodeAnimatorFactory
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{
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public:
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@ -952,7 +952,7 @@ scene::SMesh** CQ3LevelMesh::buildMesh(s32 num)
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item[g].index != E_Q3_MESH_FOG ? material : material2 );
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}
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// create a seperate mesh buffer
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// create a separate mesh buffer
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if ( 0 == buffer )
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{
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buffer = new scene::SMeshBufferLightMap();
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@ -427,7 +427,7 @@ CSceneManager::~CSceneManager()
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}
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
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{
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io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
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@ -450,7 +450,7 @@ IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path&
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}
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
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{
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if (!file)
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@ -40,10 +40,10 @@ namespace scene
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//! destructor
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virtual ~CSceneManager();
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) IRR_OVERRIDE;
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(io::IReadFile* file) IRR_OVERRIDE;
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//! Returns an interface to the mesh cache which is shared between all existing scene managers.
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@ -124,7 +124,7 @@ namespace scene
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virtual IOctreeSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) IRR_OVERRIDE;
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//! Adss a scene node for rendering using a octree. This a good method for rendering
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//! Adds a scene node for rendering using a octree. This a good method for rendering
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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//! faster then a bsp tree.
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virtual IOctreeSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
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@ -141,7 +141,7 @@ namespace scene
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const core::vector3df& lookat = core::vector3df(0,0,100),
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s32 id=-1, bool makeActive=true) IRR_OVERRIDE;
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//! Adds a camera scene node which is able to be controlle with the mouse similar
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//! Adds a camera scene node which is able to be controlled with the mouse similar
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//! like in the 3D Software Maya by Alias Wavefront.
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//! The returned pointer must not be dropped.
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virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
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@ -151,7 +151,7 @@ namespace scene
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, f32 rotX = 0.f, f32 rotY = 0.f
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) IRR_OVERRIDE;
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//! Adds a camera scene node which is able to be controled with the mouse and keys
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//! Adds a camera scene node which is able to be controlled with the mouse and keys
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//! like in most first person shooters (FPS):
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virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
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f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
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@ -641,7 +641,7 @@ namespace scene
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//! file system
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io::IFileSystem* FileSystem;
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//! GUI Enviroment ( Debug Purpose )
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//! GUI Environment (debug purpose)
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gui::IGUIEnvironment* GUIEnvironment;
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//! cursor control
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@ -3337,7 +3337,7 @@ void CBurningVideoDriver::setMaterial(const SMaterial& material)
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//if (maxTex < 4) texture3 = 0;
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//todo: seperate depth test from depth write
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//todo: separate depth test from depth write
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Material.depth_write = getWriteZBuffer(in);
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Material.depth_test = in.ZBuffer != ECFN_DISABLED && Material.depth_write;
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@ -332,7 +332,7 @@ struct ALIGN(16) sVec4
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out.z = (z * l) + ofs;
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}
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//shader suppport
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//shader support
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sVec4(const sVec4& a, double _w)
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{
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x = a.x;
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