Some code doc updates by Dorth.

git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@1040 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
hybrid 2007-11-06 23:29:59 +00:00
parent b1cdd2a014
commit 5a16a9ccfd
10 changed files with 39 additions and 39 deletions

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@ -64,7 +64,7 @@ namespace scene
//! This value will never be returned by ISceneManager::getSceneNodeRenderPass().
//! The scene manager will determine by itself if an object is
//! transparent or solid and register the object as SNRT_TRANSPARENT or
//! SNRT_SOLD automaticly if you call registerNodeForRendering with this
//! SNRT_SOLD automatically if you call registerNodeForRendering with this
//! value (which is default). Note that it will register the node only as ONE type.
//! If your scene node has both solid and transparent material types register
//! it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and

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@ -35,7 +35,7 @@ namespace video
EBF_SRC_ALPHA_SATURATE // src (min(srcA, 1-destA), idem, ...)
};
//! MaterialTypeParam: eg. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
//! MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
enum E_MODULATE_FUNC
{
EMFN_MODULATE_1X = 1,
@ -166,12 +166,12 @@ namespace video
\endcode */
f32 Shininess;
//! Free parameter dependend on the material type.
//! Free parameter, dependent on the material type.
/** Mostly ignored, used for example in EMT_PARALLAX_MAP_SOLID
and EMT_TRANSPARENT_ALPHA_CHANNEL. */
f32 MaterialTypeParam;
//! Second free parameter dependend on the material type.
//! Second free parameter, dependent on the material type.
/** Mostly ignored. */
f32 MaterialTypeParam2;
@ -197,16 +197,16 @@ namespace video
bool Lighting;
//! Is the ZBuffer enabled? Default: true
//! Changed from Bool to Integer
//! Changed from bool to integer
// ( 0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal )
u32 ZBuffer;
//! May be written to the zbuffer or is it readonly.
//! Is the zbuffer writeable or is it read-only.
/** Default: 1 This flag is ignored, if the MaterialType
is a transparent type. */
bool ZWriteEnable;
//! Is backfaceculling enabled? Default: true
//! Is backface culling enabled? Default: true
bool BackfaceCulling;
//! Is fog enabled? Default: false

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@ -8,7 +8,7 @@
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_
// headerfile generated by Bin2H, copyright 2002 by N.Gebhardt.
// header file generated by Bin2H, copyright 2002 by N.Gebhardt.
// Bin2H is Freeware. Download it freely from www.code3d.com.
// for the source bitmap, see builtInFont.bmp

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@ -99,14 +99,14 @@ IGUIElement* CDefaultGUIElementFactory::addGUIElement(const c8* typeName, IGUIEl
}
//! returns amount of element types this factory is able to create
//! Returns the amount of element types this factory is able to create.
s32 CDefaultGUIElementFactory::getCreatableGUIElementTypeCount() const
{
return EGUIET_COUNT;
}
//! returns type of a createable element type
//! Returns the type of a createable element type.
EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx) const
{
if (idx>=0 && idx<EGUIET_COUNT)
@ -116,7 +116,7 @@ EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx
}
//! returns type name of a createable element type
//! Returns the type name of a createable element type.
const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) const
{
if (idx>=0 && idx<EGUIET_COUNT)
@ -126,7 +126,7 @@ const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) co
}
//! returns type name of a createable element type
//! Returns the type name of a createable element type.
const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const
{
// for this factory, type == index

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@ -17,41 +17,41 @@ namespace gui
class IGUIElement;
class IGUIEnvironment;
//! Interface making it possible to dynamicly create gui elements
//! This interface makes it possible to dynamically create gui elements.
class CDefaultGUIElementFactory : public IGUIElementFactory
{
public:
CDefaultGUIElementFactory(IGUIEnvironment* env);
//! adds an element to the gui environment based on its type id
//! Adds an element to the gui environment based on its type id.
/** \param type: Type of the element to add.
\param parent: Parent scene node of the new element, can be null to add to the root.
\return Returns pointer to the new element or null if not successful. */
\param parent: Parent scene node of the new element. A value of 0 adds it to the root.
\return Returns pointer to the new element or 0 if unsuccessful. */
virtual IGUIElement* addGUIElement(EGUI_ELEMENT_TYPE type, IGUIElement* parent=0);
//! adds a GUI element to the GUI Environment based on its type name
/** \param typeName: Type name of the element to add.
\param parent: Parent scene node of the new element, can be null to add it to the root.
\return Returns pointer to the new element or null if not successful. */
//! Adds a GUI element to the GUI Environment based on its type name.
/** \param typeName: Type name of the element to add. Taken from the GUIElementTypeNames c8* array.
\param parent: Parent scene node of the new element. A value of 0 adds it to the root.
\return Returns pointer to the new element or 0 if unsuccessful. */
virtual IGUIElement* addGUIElement(const c8* typeName, IGUIElement* parent=0);
//! returns amount of GUI element types this factory is able to create
//! Returns the amount of GUI element types this factory is able to create.
virtual s32 getCreatableGUIElementTypeCount() const;
//! returns type of a createable element type
/** \param idx: Index of the element type in this factory. Must be a value between 0 and
getCreatableGUIElementTypeCount() */
//! Returns the type of a createable GUI element type based on the index.
/** \param idx: Index of the element type in this factory. The value must be equal or greater than 0
and lower than getCreatableGUIElementTypeCount(). */
virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType(s32 idx) const;
//! returns type name of a createable GUI element type by index
/** \param idx: Index of the type in this factory. Must be a value between 0 and
getCreatableGUIElementTypeCount() */
//! Returns the type name of a createable GUI element type based on the index.
/** \param idx: Index of the element type in this factory. The value must be equal or greater than 0
and lower than getCreatableGUIElementTypeCount(). */
virtual const c8* getCreateableGUIElementTypeName(s32 idx) const;
//! returns type name of a createable GUI element
/** \param type: Type of GUE element.
\return: Returns name of the type if this factory can create the type, otherwise 0. */
//! Returns the type name of a createable GUI element based on its type.
/** \param type: Type of the GUI element.
\return: Returns the name of the type if this factory can create it, otherwise it returns 0. */
virtual const c8* getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const;
private:

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@ -29,11 +29,11 @@ CGUIButton::CGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
#endif
setNotClipped(noclip);
// reset sprites
// Initialize the sprites.
for (u32 i=0; i<EGBS_COUNT; ++i)
ButtonSprites[i].Index = -1;
// this element can be tabbed to
// This element can be tabbed.
setTabStop(true);
setTabOrder(-1);
}
@ -318,7 +318,7 @@ void CGUIButton::setImage(video::ITexture* image)
setPressedImage(Image);
}
//! Sets an image which should be displayed on the button when it is in normal state.
//! Sets the image which should be displayed on the button when it is in its normal state.
void CGUIButton::setImage(video::ITexture* image, const core::rect<s32>& pos)
{
if (Image)
@ -348,7 +348,7 @@ void CGUIButton::setPressedImage(video::ITexture* image)
PressedImage->grab();
}
//! Sets an image which should be displayed on the button when it is in pressed state.
//! Sets the image which should be displayed on the button when it is in its pressed state.
void CGUIButton::setPressedImage(video::ITexture* image, const core::rect<s32>& pos)
{
if (PressedImage)

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@ -479,7 +479,7 @@ public:
if (Driver->queryFeature(EVDF_MULTITEXTURE))
{
// detailmap
// detail map
Driver->extGlActiveTexture(GL_TEXTURE1_ARB);

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@ -260,7 +260,7 @@ void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* service
core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we've got to fetch the fixed function lights from the driver
// here we fetch the fixed function lights from the driver
// and set them as constants
u32 cnt = driver->getDynamicLightCount();

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@ -216,7 +216,7 @@ COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* dri
CallBack = this;
// basicly, this thing simply compiles these hardcoded shaders if the
// basically, this simply compiles the hard coded shaders if the
// hardware is able to do them, otherwise it maps to the base material
if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
@ -317,7 +317,7 @@ void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* servi
core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we've got to fetch the fixed function lights from the driver
// here we fetch the fixed function lights from the driver
// and set them as constants
u32 cnt = driver->getDynamicLightCount();

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@ -80,7 +80,7 @@ void COpenGLShaderMaterialRenderer::init(s32& outMaterialTypeNr, const c8* verte
if (!createPixelShader(pixelShaderProgram))
return;
// register myself as new material
// register as a new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}