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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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@ -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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