Documenation fixes. Thx @ greenya.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5825 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2019-06-23 15:47:34 +00:00
parent 7d92f4c514
commit 29b2fa974e
3 changed files with 6 additions and 6 deletions

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@ -468,8 +468,8 @@ struct SJoystickInfo
u32 Axes;
//! An indication of whether the joystick has a POV hat.
/** A Windows device will identify the presence or absence or the POV hat. A
* Linux device cannot, and will always return POV_HAT_UNKNOWN. */
/** A Windows device will identify the presence or absence of the POV hat.
* A Linux device cannot, and will always return POV_HAT_UNKNOWN. */
enum
{
//! A hat is definitely present.

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@ -250,7 +250,7 @@ namespace video
//! Fine-tuning for SMaterial.ZWriteFineControl
enum E_ZWRITE_FINE_CONTROL
{
//! Default. Only write zbuffer when When SMaterial::ZBuffer is true and SMaterial::isTransparent() returns false.
//! Default. Only write zbuffer when SMaterial::ZBuffer is true and SMaterial::isTransparent() returns false.
EZI_ONLY_NON_TRANSPARENT,
//! Writing will just be based on SMaterial::ZBuffer value, transparency is ignored.
//! Needed mostly for certain shader materials as SMaterial::isTransparent will always return false for those.
@ -508,7 +508,7 @@ namespace video
//! Will this material be lighted? Default: true
bool Lighting:1;
//! Is the zbuffer writeable or is it read-only. Default: true.
//! Is the zbuffer writable or is it read-only. Default: true.
/** This flag is forced to false if the MaterialType is a
transparent type and the scene parameter
ALLOW_ZWRITE_ON_TRANSPARENT is not set. If you set this parameter

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@ -163,7 +163,7 @@ class quaternion
quaternion& slerp(quaternion q1, quaternion q2,
f32 time, f32 threshold=.05f);
//! Create quaternion from rotation angle and rotation axis.
//! Set this quaternion to represent a rotation from angle and axis.
/** Axis must be unit length.
The quaternion representing the rotation is
q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k).
@ -354,7 +354,7 @@ inline matrix4 quaternion::getMatrix() const
//! Faster method to create a rotation matrix, you should normalize the quaternion before!
inline void quaternion::getMatrixFast( matrix4 &dest) const
{
// TODO:
// TODO:
// gpu quaternion skinning => fast Bones transform chain O_O YEAH!
// http://www.mrelusive.com/publications/papers/SIMD-From-Quaternion-to-Matrix-and-Back.pdf
dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;