diff --git a/changes.txt b/changes.txt index e09ee125..7d29ef38 100644 --- a/changes.txt +++ b/changes.txt @@ -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 diff --git a/include/IAnimatedMeshMD3.h b/include/IAnimatedMeshMD3.h index 13a42c8f..27a15a2f 100644 --- a/include/IAnimatedMeshMD3.h +++ b/include/IAnimatedMeshMD3.h @@ -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; diff --git a/include/IAnimatedMeshSceneNode.h b/include/IAnimatedMeshSceneNode.h index a69b7b5f..6a9b371a 100644 --- a/include/IAnimatedMeshSceneNode.h +++ b/include/IAnimatedMeshSceneNode.h @@ -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. diff --git a/include/IAttributes.h b/include/IAttributes.h index cd3086cf..080f668a 100644 --- a/include/IAttributes.h +++ b/include/IAttributes.h @@ -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 diff --git a/include/ICursorControl.h b/include/ICursorControl.h index 87f45660..691c703b 100644 --- a/include/ICursorControl.h +++ b/include/ICursorControl.h @@ -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 diff --git a/include/IGeometryCreator.h b/include/IGeometryCreator.h index b9871478..48df39b4 100644 --- a/include/IGeometryCreator.h +++ b/include/IGeometryCreator.h @@ -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; diff --git a/include/ILogger.h b/include/ILogger.h index 4f4210c9..effcc3b0 100644 --- a/include/ILogger.h +++ b/include/ILogger.h @@ -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 diff --git a/include/IQ3Shader.h b/include/IQ3Shader.h index 68e0e113..46c4b810 100644 --- a/include/IQ3Shader.h +++ b/include/IQ3Shader.h @@ -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; diff --git a/include/ISceneManager.h b/include/ISceneManager.h index 26534e39..b03fe91c 100644 --- a/include/ISceneManager.h +++ b/include/ISceneManager.h @@ -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; diff --git a/include/ISceneNode.h b/include/ISceneNode.h index c448351a..d2cc77b4 100644 --- a/include/ISceneNode.h +++ b/include/ISceneNode.h @@ -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.*/ diff --git a/include/ITimer.h b/include/ITimer.h index c60c57f5..115cd34f 100644 --- a/include/ITimer.h +++ b/include/ITimer.h @@ -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; diff --git a/include/IVideoDriver.h b/include/IVideoDriver.h index 6ee3c06f..d6803c61 100644 --- a/include/IVideoDriver.h +++ b/include/IVideoDriver.h @@ -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. diff --git a/include/IrrCompileConfig.h b/include/IrrCompileConfig.h index 11f890c4..4991d79b 100644 --- a/include/IrrCompileConfig.h +++ b/include/IrrCompileConfig.h @@ -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_ diff --git a/include/SMaterial.h b/include/SMaterial.h index 522140df..1d71ce89 100644 --- a/include/SMaterial.h +++ b/include/SMaterial.h @@ -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: diff --git a/include/line2d.h b/include/line2d.h index dd0e3af8..8656d43f 100644 --- a/include/line2d.h +++ b/include/line2d.h @@ -66,7 +66,7 @@ class line2d vector2d getVector() const { return vector2d( 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& 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; diff --git a/include/vector2d.h b/include/vector2d.h index 816d4983..fa8e393b 100644 --- a/include/vector2d.h +++ b/include/vector2d.h @@ -141,7 +141,7 @@ public: bool nearlyParallel( const vector2d & other, const T factor = relativeErrorFactor()) 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) diff --git a/source/Irrlicht/CGeometryCreator.cpp b/source/Irrlicht/CGeometryCreator.cpp index 989d24e4..4d8da4f0 100644 --- a/source/Irrlicht/CGeometryCreator.cpp +++ b/source/Irrlicht/CGeometryCreator.cpp @@ -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; igetMeshBufferCount(); ++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); diff --git a/source/Irrlicht/CGeometryCreator.h b/source/Irrlicht/CGeometryCreator.h index d7646c15..79ba6ee2 100644 --- a/source/Irrlicht/CGeometryCreator.h +++ b/source/Irrlicht/CGeometryCreator.h @@ -34,19 +34,19 @@ public: const core::dimension2d& 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; diff --git a/source/Irrlicht/CQ3LevelMesh.cpp b/source/Irrlicht/CQ3LevelMesh.cpp index 53b1dffd..b87818f1 100644 --- a/source/Irrlicht/CQ3LevelMesh.cpp +++ b/source/Irrlicht/CQ3LevelMesh.cpp @@ -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 ); } } diff --git a/source/Irrlicht/CQ3LevelMesh.h b/source/Irrlicht/CQ3LevelMesh.h index b10a2cba..a6045d9a 100644 --- a/source/Irrlicht/CQ3LevelMesh.h +++ b/source/Irrlicht/CQ3LevelMesh.h @@ -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 { diff --git a/source/Irrlicht/CSceneManager.cpp b/source/Irrlicht/CSceneManager.cpp index 42bf9b53..011fa9a1 100644 --- a/source/Irrlicht/CSceneManager.cpp +++ b/source/Irrlicht/CSceneManager.cpp @@ -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; diff --git a/source/Irrlicht/CSceneManager.h b/source/Irrlicht/CSceneManager.h index 7314e1b3..a26b93d0 100644 --- a/source/Irrlicht/CSceneManager.h +++ b/source/Irrlicht/CSceneManager.h @@ -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;