Fix typos. Thanks @ greenya

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5822 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2019-06-06 13:39:58 +00:00
parent 949a1de2f2
commit cb1d2f7706
6 changed files with 15 additions and 15 deletions

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@ -31,7 +31,7 @@ namespace irr
//! A device which uses Simple DirectMedia Layer
/** The SDL device works under all platforms supported by SDL but first must be compiled
in by defining the IRR_USE_SDL_DEVICE macro in IrrCompileConfig.h */
in by defining the _IRR_COMPILE_WITH_SDL_DEVICE_ macro in IrrCompileConfig.h */
EIDT_SDL,
//! A device for raw framebuffer access

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@ -16,7 +16,7 @@ namespace video
//! Is driver able to render to a surface?
EVDF_RENDER_TO_TARGET = 0,
//! Is hardeware transform and lighting supported?
//! Is hardware transform and lighting supported?
EVDF_HARDWARE_TL,
//! Are multiple textures per material possible?

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@ -54,7 +54,7 @@ namespace video
//! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2,
//! Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
//! Like EMT_LIGHTMAP_M4, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4,
//! Detail mapped material.

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@ -56,7 +56,7 @@ namespace scene
//! generic skinned mesh
EAMT_SKINNED,
//! generig non-animated mesh
//! generic non-animated mesh
EAMT_STATIC
};

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@ -71,12 +71,12 @@ 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
and register the object as ESNRT_TRANSPARENT or ESNRP_SOLID
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 in the
ESNRP_SOLID, the other time as ESNRT_TRANSPARENT) and in the
render() method call getSceneNodeRenderPass() to find out the
current render pass and render only the corresponding parts of
the node. */
@ -1085,7 +1085,7 @@ namespace scene
/** \param type: Type of scene node to find (ESNT_ANY will return all child nodes).
\param outNodes: results will be added to this array (outNodes is not cleared).
\param start: Scene node to start from. This node and all children of this scene
node are checked (recursively, so also children of children, etc). If null is specified,
node are checked (recursively, so also children of children, etc). If null is specified,
the root scene node is taken as start-node. */
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type,
core::array<scene::ISceneNode*>& outNodes,

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@ -199,7 +199,7 @@ namespace video
//! All typical anti-alias and smooth modes
EAAM_FULL_BASIC=15,
//! Enhanced anti-aliasing for transparent materials
/** Usually used with EMT_TRANSPARENT_ALPHA_REF and multisampling. */
/** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
EAAM_ALPHA_TO_COVERAGE=16
};
@ -266,13 +266,13 @@ namespace video
//! By default this is identical to MATERIAL_MAX_TEXTURES
/** Users can modify this value if they are certain they don't need all
available textures per material in their application. For example if you
available textures per material in their application. For example if you
never need more than 2 textures per material you can set this to 2.
We (mostly) avoid dynamic memory in SMaterial, so the extra memory
will still be allocated. But by lowering MATERIAL_MAX_TEXTURES_USED the
material comparisons and assignments can be faster. Also several other
places in the engine can be faster when reducing this value to the limit
We (mostly) avoid dynamic memory in SMaterial, so the extra memory
will still be allocated. But by lowering MATERIAL_MAX_TEXTURES_USED the
material comparisons and assignments can be faster. Also several other
places in the engine can be faster when reducing this value to the limit
you need.
NOTE: This should only be changed once and before any call to createDevice.
@ -470,7 +470,7 @@ namespace video
Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
u8 PolygonOffsetFactor:3;
//! DEPRECATED. Will be removed after Irrlicht 1.9.
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flag defining the direction the polygon offset is applied to.
Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
E_POLYGON_OFFSET PolygonOffsetDirection:1;
@ -480,7 +480,7 @@ namespace video
On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
On D3D9 you can pass a range between -1 and 1. But you should likely divide it by the range of the depthbuffer.
Like dividing by 65535.0 for a 16 bit depthbuffer. Thought it still might produce too large of a bias.
Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
recommends multiplying by 2.0*4.8e-7 (and strangely on both 16 bit and 24 bit). */
f32 PolygonOffsetDepthBias;