Spelling fixes

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6458 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-04-01 15:50:08 +00:00 committed by sfan5
parent e1f41edd29
commit 774d3d6d2b
5 changed files with 6 additions and 6 deletions

View File

@ -65,7 +65,7 @@ namespace scene
//! This method is called just before the rendering process of the whole scene.
/** Nodes may register themselves in the render pipeline during this call,
precalculate the geometry which should be renderered, and prevent their
precalculate the geometry which should be rendered, and prevent their
children from being able to register themselves if they are clipped by simply
not calling their OnRegisterSceneNode method.
If you are implementing your own scene node, you should overwrite this method

View File

@ -2057,7 +2057,7 @@ namespace core
core::vector3df v(vs);
v.normalize();
// cosinus angle
// cosine angle
T ca = f.dotProduct(t);
core::vector3df vt(v * (1 - ca));
@ -2118,7 +2118,7 @@ namespace core
// axis multiplication by sin
const core::vector3df vs = look.crossProduct(from);
// cosinus angle
// cosine angle
const f32 ca = from.dotProduct(look);
core::vector3df vt(up * (1.f - ca));

View File

@ -155,7 +155,7 @@ namespace core
//! Calculates the cross product with another vector.
/** \param p Vector to multiply with.
\return Crossproduct of this vector with p. */
\return Cross product of this vector with p. */
vector3d<T> crossProduct(const vector3d<T>& p) const
{
return vector3d<T>(Y * p.Z - Z * p.Y, Z * p.X - X * p.Z, X * p.Y - Y * p.X);

View File

@ -420,7 +420,7 @@ COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mt
Materials.getLast()->Group = grpName;
return Materials.getLast();
}
// we found a new group for a non-existant material
// we found a new group for a non-existent material
else if (grpName.size())
{
Materials.push_back(new SObjMtl(*Materials[0]));

View File

@ -443,7 +443,7 @@ namespace video
core::matrix4 Matrices[ETS_COUNT];
core::array<u8> ColorBuffer;
//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
//! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.
enum E_RENDER_MODE
{
ERM_NONE = 0, // no render state has been set yet.