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Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6458 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -65,7 +65,7 @@ namespace scene
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//! This method is called just before the rendering process of the whole scene.
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/** Nodes may register themselves in the render pipeline during this call,
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precalculate the geometry which should be renderered, and prevent their
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precalculate the geometry which should be rendered, and prevent their
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children from being able to register themselves if they are clipped by simply
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not calling their OnRegisterSceneNode method.
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If you are implementing your own scene node, you should overwrite this method
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@ -2057,7 +2057,7 @@ namespace core
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core::vector3df v(vs);
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v.normalize();
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// cosinus angle
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// cosine angle
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T ca = f.dotProduct(t);
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core::vector3df vt(v * (1 - ca));
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@ -2118,7 +2118,7 @@ namespace core
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// axis multiplication by sin
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const core::vector3df vs = look.crossProduct(from);
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// cosinus angle
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// cosine angle
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const f32 ca = from.dotProduct(look);
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core::vector3df vt(up * (1.f - ca));
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@ -155,7 +155,7 @@ namespace core
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//! Calculates the cross product with another vector.
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/** \param p Vector to multiply with.
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\return Crossproduct of this vector with p. */
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\return Cross product of this vector with p. */
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vector3d<T> crossProduct(const vector3d<T>& p) const
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{
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return vector3d<T>(Y * p.Z - Z * p.Y, Z * p.X - X * p.Z, X * p.Y - Y * p.X);
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