forked from Mirrorlandia_minetest/irrlicht
Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -26,7 +26,7 @@ namespace gui
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ECI_HELP, // Arrow and question mark
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ECI_HELP, // Arrow and question mark
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ECI_IBEAM, // typical text-selection cursor
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ECI_IBEAM, // typical text-selection cursor
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ECI_NO, // should not click icon
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ECI_NO, // should not click icon
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ECI_WAIT, // hourclass
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ECI_WAIT, // hourglass
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ECI_SIZEALL, // arrow in all directions
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ECI_SIZEALL, // arrow in all directions
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ECI_SIZENESW, // resizes in direction north-east or south-west
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ECI_SIZENESW, // resizes in direction north-east or south-west
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ECI_SIZENWSE, // resizes in direction north-west or south-east
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ECI_SIZENWSE, // resizes in direction north-west or south-east
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@ -19,7 +19,7 @@ enum ELOG_LEVEL
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//! Used for printing information helpful in debugging
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//! Used for printing information helpful in debugging
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ELL_DEBUG,
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ELL_DEBUG,
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//! Useful information to print. For example hardware infos or something started/stopped.
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//! Useful information to print. For example hardware info or something started/stopped.
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ELL_INFORMATION,
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ELL_INFORMATION,
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//! Warnings that something isn't as expected and can cause oddities
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//! Warnings that something isn't as expected and can cause oddities
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@ -509,7 +509,7 @@ namespace scene
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//! Clear all nodes which are currently registered for rendering
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//! Clear all nodes which are currently registered for rendering
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/** Usually you don't have to care about this as drawAll will clear nodes
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/** Usually you don't have to care about this as drawAll will clear nodes
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after rendering them. But sometimes you might have to manully reset this.
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after rendering them. But sometimes you might have to manually reset this.
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For example when you deleted nodes between registering and rendering. */
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For example when you deleted nodes between registering and rendering. */
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virtual void clearAllRegisteredNodesForRendering() = 0;
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virtual void clearAllRegisteredNodesForRendering() = 0;
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@ -1047,7 +1047,7 @@ namespace video
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E_MATERIAL_TYPE enum or a value which was returned by
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E_MATERIAL_TYPE enum or a value which was returned by
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addMaterialRenderer().
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addMaterialRenderer().
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\return String with the name of the renderer, or 0 if not
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\return String with the name of the renderer, or 0 if not
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exisiting */
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existing */
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virtual const c8* getMaterialRendererName(u32 idx) const =0;
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virtual const c8* getMaterialRendererName(u32 idx) const =0;
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//! Sets the name of a material renderer.
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//! Sets the name of a material renderer.
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@ -66,7 +66,7 @@ class line2d
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vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); }
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vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); }
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/*! Check if this segment intersects another segment,
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/*! Check if this segment intersects another segment,
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or if segments are coincindent (colinear). */
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or if segments are coincident (colinear). */
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bool intersectAsSegments( const line2d<T>& other) const
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bool intersectAsSegments( const line2d<T>& other) const
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{
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{
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// Taken from:
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// Taken from:
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@ -83,7 +83,7 @@ class line2d
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if (o1 != o2 && o3 != o4)
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if (o1 != o2 && o3 != o4)
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return true;
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return true;
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// Special Cases to check if segments are coolinear
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// Special Cases to check if segments are colinear
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if (o1 == 0 && other.start.isBetweenPoints( start, end)) return true;
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if (o1 == 0 && other.start.isBetweenPoints( start, end)) return true;
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if (o2 == 0 && other.end.isBetweenPoints( start, end)) return true;
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if (o2 == 0 && other.end.isBetweenPoints( start, end)) return true;
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if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true;
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if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true;
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@ -143,7 +143,7 @@ public:
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bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
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bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
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{
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{
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// https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
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// https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
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// if a || b then a.x/a.y = b.x/b.y (similiar triangles)
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// if a || b then a.x/a.y = b.x/b.y (similar triangles)
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// if a || b then either both x are 0 or both y are 0.
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// if a || b then either both x are 0 or both y are 0.
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return equalsRelative( X*other.Y, other.X* Y, factor)
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return equalsRelative( X*other.Y, other.X* Y, factor)
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