forked from Mirrorlandia_minetest/irrlicht
Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6458 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -79,7 +79,7 @@ namespace scene
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//! This method is called just before the rendering process of the whole 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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/** 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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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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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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If you are implementing your own scene node, you should overwrite this method
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@ -233,7 +233,7 @@ namespace core
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//! Translate a vector by the inverse of the translation part of this matrix.
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//! Translate a vector by the inverse of the translation part of this matrix.
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void inverseTranslateVect( vector3df& vect ) const;
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void inverseTranslateVect( vector3df& vect ) const;
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//! Tranform (rotate/scale) a vector by the inverse of the rotation part this matrix
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//! Transform (rotate/scale) a vector by the inverse of the rotation part this matrix
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void inverseRotateVect( vector3df& vect ) const;
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void inverseRotateVect( vector3df& vect ) const;
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//! Transform (rotate/scale) a vector by the rotation part of this matrix.
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//! Transform (rotate/scale) a vector by the rotation part of this matrix.
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@ -955,7 +955,7 @@ namespace core
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// Note: Using getScale() here make it look like it could do matrix decomposition.
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// Note: Using getScale() here make it look like it could do matrix decomposition.
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// It can't! It works (or should work) as long as rotation doesn't flip the handedness
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// It can't! It works (or should work) as long as rotation doesn't flip the handedness
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// aka scale swapping 1 or 3 axes. (I think we could catch that as well by comparing
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// aka scale swapping 1 or 3 axes. (I think we could catch that as well by comparing
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// crossproduct of first 2 axes to direction of third axis, but TODO)
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// cross product of first 2 axes to direction of third axis, but TODO)
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// And maybe it should also offer the solution for the simple calculation
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// And maybe it should also offer the solution for the simple calculation
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// without regarding scaling as Irrlicht did before 1.7
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// without regarding scaling as Irrlicht did before 1.7
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core::vector3d<T> scale(getScale());
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core::vector3d<T> scale(getScale());
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@ -2092,7 +2092,7 @@ namespace core
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core::vector3df v(vs);
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core::vector3df v(vs);
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v.normalize();
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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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T ca = f.dotProduct(t);
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core::vector3df vt(v * (1 - ca));
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core::vector3df vt(v * (1 - ca));
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@ -2153,7 +2153,7 @@ namespace core
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// axis multiplication by sin
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// axis multiplication by sin
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const core::vector3df vs = look.crossProduct(from);
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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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const f32 ca = from.dotProduct(look);
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core::vector3df vt(up * (1.f - ca));
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core::vector3df vt(up * (1.f - ca));
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@ -153,7 +153,7 @@ namespace core
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//! Calculates the cross product with another vector.
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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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/** \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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vector3d<T> crossProduct(const vector3d<T>& p) const
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{
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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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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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@ -794,7 +794,7 @@ COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mt
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Materials.getLast()->Group = grpName;
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Materials.getLast()->Group = grpName;
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return Materials.getLast();
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return Materials.getLast();
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}
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}
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// we found a new group for a non-existant material
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// we found a new group for a non-existent material
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else if (grpName.size())
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else if (grpName.size())
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{
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{
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Materials.push_back(new SObjMtl(*Materials[0]));
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Materials.push_back(new SObjMtl(*Materials[0]));
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@ -464,7 +464,7 @@ namespace video
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core::matrix4 Matrices[ETS_COUNT];
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core::matrix4 Matrices[ETS_COUNT];
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core::array<u8> ColorBuffer;
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core::array<u8> ColorBuffer;
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//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
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//! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.
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enum E_RENDER_MODE
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enum E_RENDER_MODE
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{
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{
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ERM_NONE = 0, // no render state has been set yet.
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ERM_NONE = 0, // no render state has been set yet.
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