diff --git a/include/IEventReceiver.h b/include/IEventReceiver.h index eae9be49..ccd1450a 100644 --- a/include/IEventReceiver.h +++ b/include/IEventReceiver.h @@ -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. diff --git a/include/SMaterial.h b/include/SMaterial.h index b4626dbb..777e5cc8 100644 --- a/include/SMaterial.h +++ b/include/SMaterial.h @@ -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 diff --git a/include/quaternion.h b/include/quaternion.h index 1fcbb06b..e6cd14e2 100644 --- a/include/quaternion.h +++ b/include/quaternion.h @@ -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;