Spelling fixes

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-03-31 13:12:47 +00:00 committed by sfan5
parent c766c3a023
commit e1f41edd29
6 changed files with 7 additions and 7 deletions

@ -26,7 +26,7 @@ namespace gui
ECI_HELP, // Arrow and question mark ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon ECI_NO, // should not click icon
ECI_WAIT, // hourclass ECI_WAIT, // hourglass
ECI_SIZEALL, // arrow in all directions ECI_SIZEALL, // arrow in all directions
ECI_SIZENESW, // resizes in direction north-east or south-west ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENWSE, // resizes in direction north-west or south-east ECI_SIZENWSE, // resizes in direction north-west or south-east

@ -19,7 +19,7 @@ enum ELOG_LEVEL
//! Used for printing information helpful in debugging //! Used for printing information helpful in debugging
ELL_DEBUG, 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, ELL_INFORMATION,
//! Warnings that something isn't as expected and can cause oddities //! Warnings that something isn't as expected and can cause oddities

@ -509,7 +509,7 @@ namespace scene
//! Clear all nodes which are currently registered for rendering //! Clear all nodes which are currently registered for rendering
/** Usually you don't have to care about this as drawAll will clear nodes /** 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. */ For example when you deleted nodes between registering and rendering. */
virtual void clearAllRegisteredNodesForRendering() = 0; virtual void clearAllRegisteredNodesForRendering() = 0;

@ -1047,7 +1047,7 @@ namespace video
E_MATERIAL_TYPE enum or a value which was returned by E_MATERIAL_TYPE enum or a value which was returned by
addMaterialRenderer(). addMaterialRenderer().
\return String with the name of the renderer, or 0 if not \return String with the name of the renderer, or 0 if not
exisiting */ existing */
virtual const c8* getMaterialRendererName(u32 idx) const =0; virtual const c8* getMaterialRendererName(u32 idx) const =0;
//! Sets the name of a material renderer. //! Sets the name of a material renderer.

@ -66,7 +66,7 @@ class line2d
vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); } vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); }
/*! Check if this segment intersects another segment, /*! Check if this segment intersects another segment,
or if segments are coincindent (colinear). */ or if segments are coincident (colinear). */
bool intersectAsSegments( const line2d<T>& other) const bool intersectAsSegments( const line2d<T>& other) const
{ {
// Taken from: // Taken from:
@ -83,7 +83,7 @@ class line2d
if (o1 != o2 && o3 != o4) if (o1 != o2 && o3 != o4)
return true; 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 (o1 == 0 && other.start.isBetweenPoints( start, end)) return true;
if (o2 == 0 && other.end.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; if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true;

@ -143,7 +143,7 @@ public:
bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
{ {
// https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/ // 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. // if a || b then either both x are 0 or both y are 0.
return equalsRelative( X*other.Y, other.X* Y, factor) return equalsRelative( X*other.Y, other.X* Y, factor)