Spelling fixes

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-03-31 13:12:47 +00:00
parent a23af985e4
commit 3a9875cc77
22 changed files with 60 additions and 60 deletions

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@ -1522,7 +1522,7 @@ Changes in 1.7 (03.02.2010)
- More draw2dimage support in software drivers
- Sphere node now properly chooses a good tesselation based on the parameters
- Sphere node now properly chooses a good tessellation based on the parameters
- Active camera not registered twice anymore

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@ -87,7 +87,7 @@ namespace scene
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numMaxSkins;//maximum number of unique skins used in md3 file. artefact md2
s32 frameStart; //starting position of frame-structur
s32 frameStart; //starting position of frame-structure
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 fileSize;

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@ -102,7 +102,7 @@ namespace scene
zfail method, if not, zpass is used.
\param infinity: Value used by the shadow volume algorithm to
scale the shadow volume. For zfail shadow volumes on some drivers
only suppport finite shadows, so camera zfar must be larger than
only support finite shadows, so camera zfar must be larger than
shadow back cap,which is depending on the infinity parameter).
Infinity value also scales by the scaling factors of the model.
If shadows don't show up with zfail then try reducing infinity.

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@ -635,7 +635,7 @@ public:
//! Adds an attribute as 3d triangle
virtual void addTriangle3d(const c8* attributeName, const core::triangle3df& v) = 0;
//! Sets an attribute as 3d trianle
//! Sets an attribute as 3d triangle
virtual void setAttribute(const c8* attributeName, const core::triangle3df& v) = 0;
//! Gets an attribute as a 3d triangle

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@ -26,7 +26,7 @@ namespace gui
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourclass
ECI_WAIT, // hourglass
ECI_SIZEALL, // arrow in all directions
ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENWSE, // resizes in direction north-west or south-east

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@ -135,8 +135,8 @@ public:
//! Create an arrow mesh, composed of a cylinder and a cone.
/**
\param tesselationCylinder Number of quads composing the cylinder.
\param tesselationCone Number of triangles composing the cone's roof.
\param tessellationCylinder Number of quads composing the cylinder.
\param tessellationCone Number of triangles composing the cone's roof.
\param height Total height of the arrow
\param cylinderHeight Total height of the cylinder, should be lesser
than total height
@ -147,8 +147,8 @@ public:
\param colorCone color of the cone
\return Generated mesh.
*/
virtual IMesh* createArrowMesh(const u32 tesselationCylinder = 4,
const u32 tesselationCone = 8, const f32 height = 1.f,
virtual IMesh* createArrowMesh(const u32 tessellationCylinder = 4,
const u32 tessellationCone = 8, const f32 height = 1.f,
const f32 cylinderHeight = 0.6f, const f32 widthCylinder = 0.05f,
const f32 widthCone = 0.3f, const video::SColor colorCylinder = 0xFFFFFFFF,
const video::SColor colorCone = 0xFFFFFFFF) const =0;
@ -168,7 +168,7 @@ public:
/**
\param radius Radius of the cylinder.
\param length Length of the cylinder.
\param tesselation Number of quads around the circumference of the cylinder.
\param tessellation Number of quads around the circumference of the cylinder.
\param color The color of the cylinder.
\param closeTop If true, close the ends of the cylinder, otherwise leave them open.
\param oblique X-offset (shear) of top compared to bottom.
@ -183,7 +183,7 @@ public:
\return Generated mesh.
*/
virtual IMesh* createCylinderMesh(f32 radius, f32 length,
u32 tesselation,
u32 tessellation,
const video::SColor& color=video::SColor(0xffffffff),
bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const =0;
@ -191,13 +191,13 @@ public:
/**
\param radius Radius of the cone.
\param length Length of the cone.
\param tesselation Number of quads around the circumference of the cone.
\param tessellation Number of quads around the circumference of the cone.
\param colorTop The color of the top of the cone.
\param colorBottom The color of the bottom of the cone.
\param oblique (to be documented)
\return Generated mesh.
*/
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop=video::SColor(0xffffffff),
const video::SColor& colorBottom=video::SColor(0xffffffff),
f32 oblique=0.f) const =0;

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@ -19,7 +19,7 @@ enum ELOG_LEVEL
//! Used for printing information helpful in debugging
ELL_DEBUG,
//! Useful information to print. For example hardware infos or something started/stopped.
//! Useful information to print. For example hardware info or something started/stopped.
ELL_INFORMATION,
//! Warnings that something isn't as expected and can cause oddities

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@ -40,7 +40,7 @@ namespace quake3
:defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ),
defaultModulate ( video::EMFN_MODULATE_4X ),
defaultFilter ( video::EMF_BILINEAR_FILTER ),
patchTesselation ( 8 ),
patchTessellation ( 8 ),
verbose ( 0 ),
startTime ( 0 ), endTime ( 0 ),
mergeShaderBuffer ( 1 ),
@ -61,7 +61,7 @@ namespace quake3
video::E_MATERIAL_TYPE defaultLightMapMaterial;
video::E_MODULATE_FUNC defaultModulate;
video::E_MATERIAL_FLAG defaultFilter;
s32 patchTesselation;
s32 patchTessellation;
s32 verbose;
u32 startTime;
u32 endTime;

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@ -1015,8 +1015,8 @@ namespace scene
/** \param name Name of the mesh
\param vtxColorCylinder color of the cylinder
\param vtxColorCone color of the cone
\param tesselationCylinder Number of quads the cylinder side consists of
\param tesselationCone Number of triangles the cone's roof consists of
\param tessellationCylinder Number of quads the cylinder side consists of
\param tessellationCone Number of triangles the cone's roof consists of
\param height Total height of the arrow
\param cylinderHeight Total height of the cylinder, should be lesser than total height
\param widthCylinder Diameter of the cylinder
@ -1026,7 +1026,7 @@ namespace scene
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
video::SColor vtxColorCylinder=0xFFFFFFFF,
video::SColor vtxColorCone=0xFFFFFFFF,
u32 tesselationCylinder=4, u32 tesselationCone=8,
u32 tessellationCylinder=4, u32 tessellationCone=8,
f32 height=1.f, f32 cylinderHeight=0.6f,
f32 widthCylinder=0.05f, f32 widthCone=0.3f) = 0;
@ -1142,7 +1142,7 @@ namespace scene
//! Clear all nodes which are currently registered for rendering
/** Usually you don't have to care about this as drawAll will clear nodes
after rendering them. But sometimes you might have to manully reset this.
after rendering them. But sometimes you might have to manually reset this.
For example when you deleted nodes between registering and rendering. */
virtual void clearAllRegisteredNodesForRendering() = 0;

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@ -674,7 +674,7 @@ namespace scene
}
//! Updates the absolute tranformation or position based on the relative and the parents transformation
//! Updates the absolute transformation or position based on the relative and the parents transformation
/** It's exact behavior can be controlled by setUpdateAbsolutePosBehavior.
Note: This does not recursively update the parents absolute positions, so if you have a deeper
hierarchy you might want to update the parents first.*/

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@ -40,7 +40,7 @@ public:
u32 Minute;
// Second of the minute, due to extra seconds from 0 to 61
u32 Second;
// Year of the Gregorian calender
// Year of the Gregorian calendar
s32 Year;
// Month of the year, from 1 to 12
u32 Month;

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@ -1334,7 +1334,7 @@ namespace video
E_MATERIAL_TYPE enum or a value which was returned by
addMaterialRenderer().
\return String with the name of the renderer, or 0 if not
exisiting */
existing */
virtual const c8* getMaterialRendererName(u32 idx) const =0;
//! Sets the name of a material renderer.

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@ -251,7 +251,7 @@ you will not be able to use anything provided by the GUI Environment, including
#undef _IRR_COMPILE_WITH_GUI_
#endif
//! Define _IRR_COMPILE_WITH_PARTICLES to compile the engine the withe build-in particle system
//! Define _IRR_COMPILE_WITH_PARTICLES to compile the engine the with the build-in particle system
/** You can disable this if you don't need particles or use an external particle system. */
#define _IRR_COMPILE_WITH_PARTICLES_
#ifdef NO_IRR_COMPILE_WITH_PARTICLES_

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@ -258,7 +258,7 @@ namespace video
//! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
//! This is additionally affected by IVideoDriver::setAllowZWriteOnTransparent
EZW_AUTO,
//! zwrite always enabled for this material
@ -299,7 +299,7 @@ namespace video
IRRLICHT_API extern u32 MATERIAL_MAX_TEXTURES_USED;
//! Struct for holding parameters for a material renderer
// Note for implementors: Serialization is in CNullDriver
// Note for implementers: Serialization is in CNullDriver
class SMaterial
{
public:

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@ -66,7 +66,7 @@ class line2d
vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); }
/*! Check if this segment intersects another segment,
or if segments are coincindent (colinear). */
or if segments are coincident (colinear). */
bool intersectAsSegments( const line2d<T>& other) const
{
// Taken from:
@ -83,7 +83,7 @@ class line2d
if (o1 != o2 && o3 != o4)
return true;
// Special Cases to check if segments are coolinear
// Special Cases to check if segments are colinear
if (o1 == 0 && other.start.isBetweenPoints( start, end)) return true;
if (o2 == 0 && other.end.isBetweenPoints( start, end)) return true;
if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true;

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@ -141,7 +141,7 @@ public:
bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
{
// https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
// if a || b then a.x/a.y = b.x/b.y (similiar triangles)
// if a || b then a.x/a.y = b.x/b.y (similar triangles)
// if a || b then either both x are 0 or both y are 0.
return equalsRelative( X*other.Y, other.X* Y, factor)

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@ -549,8 +549,8 @@ IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
a cylinder, a cone and a cross
point up on (0,1.f, 0.f )
*/
IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone,
IMesh* CGeometryCreator::createArrowMesh(const u32 tessellationCylinder,
const u32 tessellationCone,
const f32 height,
const f32 cylinderHeight,
const f32 width0,
@ -558,9 +558,9 @@ IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const video::SColor vtxColor0,
const video::SColor vtxColor1) const
{
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tessellationCylinder, vtxColor0, false);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tessellationCone, vtxColor1, vtxColor0);
for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
{
IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
@ -745,23 +745,23 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
/* A cylinder with proper normals and texture coords */
IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
u32 tesselation, const video::SColor& color,
u32 tessellation, const video::SColor& color,
bool closeTop, f32 oblique, u32 normalType) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 recTesselation = core::reciprocal((f32)tesselation);
const f32 recTesselationHalf = recTesselation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTesselation;
const f32 recTessellation = core::reciprocal((f32)tessellation);
const f32 recTessellationHalf = recTessellation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTessellation;
const f32 angleStepHalf = angleStep*0.5f;
u32 i;
video::S3DVertex v;
v.Color = color;
buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
buffer->Vertices.reallocate(tessellation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tessellation*2+1)*(closeTop?12:9));
f32 tcx = 0.f;
for ( i = 0; i <= tesselation; ++i )
for ( i = 0; i <= tessellation; ++i )
{
const f32 angle = angleStep * i;
v.Pos.X = radius * cosf(angle);
@ -797,7 +797,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
case 1: v.Normal = v.Pos; break;
}
v.Normal.normalize();
v.TCoords.X=tcx+recTesselationHalf;
v.TCoords.X=tcx+recTessellationHalf;
v.TCoords.Y=0.f;
buffer->Vertices.push_back(v);
@ -811,11 +811,11 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
v.Normal.normalize();
v.TCoords.Y=1.f;
buffer->Vertices.push_back(v);
tcx += recTesselation;
tcx += recTessellation;
}
// indices for the main hull part
const u32 nonWrappedSize = tesselation* 4;
const u32 nonWrappedSize = tessellation* 4;
for (i=0; i != nonWrappedSize; i += 2)
{
buffer->Indices.push_back(i + 2);
@ -898,21 +898,21 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
/* A cone with proper normals and texture coords */
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop,
const video::SColor& colorBottom,
f32 oblique) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 angleStep = (core::PI * 2.f ) / tesselation;
const f32 angleStep = (core::PI * 2.f ) / tessellation;
const f32 angleStepHalf = angleStep*0.5f;
video::S3DVertex v;
u32 i;
v.Color = colorTop;
for ( i = 0; i != tesselation; ++i )
for ( i = 0; i != tessellation; ++i )
{
f32 angle = angleStep * f32(i);

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@ -34,19 +34,19 @@ public:
const core::dimension2d<u32>& defaultVertexBlockSize,
bool debugBorders=false) const IRR_OVERRIDE;
virtual IMesh* createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone, const f32 height,
virtual IMesh* createArrowMesh(const u32 tessellationCylinder,
const u32 tessellationCone, const f32 height,
const f32 cylinderHeight, const f32 width0,
const f32 width1, const video::SColor vtxColor0,
const video::SColor vtxColor1) const IRR_OVERRIDE;
virtual IMesh* createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) const IRR_OVERRIDE;
virtual IMesh* createCylinderMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createCylinderMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& color=0xffffffff,
bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const IRR_OVERRIDE;
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop=0xffffffff,
const video::SColor& colorBottom=0xffffffff,
f32 oblique=0.f) const IRR_OVERRIDE;

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@ -971,7 +971,7 @@ scene::SMesh** CQ3LevelMesh::buildMesh(s32 num)
break;
case 2: // patches
createCurvedSurface_bezier( buffer, i,
LoadParam.patchTesselation,
LoadParam.patchTessellation,
item[g].takeVertexColor
);
break;
@ -1274,7 +1274,7 @@ void CQ3LevelMesh::SBezier::tesselate( s32 level )
*/
void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex,
s32 patchTesselation,
s32 patchTessellation,
s32 storevertexcolor)
{
tBSPFace * face = &Faces[faceIndex];
@ -1318,7 +1318,7 @@ void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBu
*/
void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex,
s32 patchTesselation,
s32 patchTessellation,
s32 storevertexcolor)
{
@ -1372,7 +1372,7 @@ void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
Bezier.control[7] = controlPoint[ inx + controlWidth * 2 + 1];
Bezier.control[8] = controlPoint[ inx + controlWidth * 2 + 2];
Bezier.tesselate( patchTesselation );
Bezier.tesselate( patchTessellation );
}
}

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@ -324,10 +324,10 @@ namespace scene
//bi-quadratic bezier patches
void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
s32 faceIndex, s32 patchTessellation, s32 storevertexcolor);
void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
s32 faceIndex, s32 patchTessellation, s32 storevertexcolor);
struct S3DVertex2TCoords_64
{

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@ -1095,14 +1095,14 @@ IAnimatedMesh* CSceneManager::addTerrainMesh(const io::path& name,
//! Adds an arrow mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addArrowMesh(const io::path& name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tesselationCylinder, u32 tesselationCone, f32 height,
u32 tessellationCylinder, u32 tessellationCone, f32 height,
f32 cylinderHeight, f32 width0,f32 width1)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
IMesh* mesh = GeometryCreator->createArrowMesh( tesselationCylinder,
tesselationCone, height, cylinderHeight, width0,width1,
IMesh* mesh = GeometryCreator->createArrowMesh( tessellationCylinder,
tessellationCone, height, cylinderHeight, width0,width1,
vtxColor0, vtxColor1);
if (!mesh)
return 0;

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@ -229,7 +229,7 @@ namespace scene
//! Add a arrow mesh to the mesh pool
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tesselationCylinder, u32 tesselationCone,
u32 tessellationCylinder, u32 tessellationCone,
f32 height, f32 cylinderHeight, f32 width0,
f32 width1) IRR_OVERRIDE;