Fix typos. Thanks @ greenya
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5822 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -31,7 +31,7 @@ namespace irr
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//! A device which uses Simple DirectMedia Layer
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/** The SDL device works under all platforms supported by SDL but first must be compiled
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in by defining the IRR_USE_SDL_DEVICE macro in IrrCompileConfig.h */
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in by defining the _IRR_COMPILE_WITH_SDL_DEVICE_ macro in IrrCompileConfig.h */
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EIDT_SDL,
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//! A device for raw framebuffer access
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@ -16,7 +16,7 @@ namespace video
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//! Is driver able to render to a surface?
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EVDF_RENDER_TO_TARGET = 0,
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//! Is hardeware transform and lighting supported?
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//! Is hardware transform and lighting supported?
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EVDF_HARDWARE_TL,
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//! Are multiple textures per material possible?
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@ -54,7 +54,7 @@ namespace video
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//! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
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EMT_LIGHTMAP_LIGHTING_M2,
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//! Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
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//! Like EMT_LIGHTMAP_M4, but also supports dynamic lighting.
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EMT_LIGHTMAP_LIGHTING_M4,
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//! Detail mapped material.
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@ -56,7 +56,7 @@ namespace scene
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//! generic skinned mesh
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EAMT_SKINNED,
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//! generig non-animated mesh
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//! generic non-animated mesh
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EAMT_STATIC
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};
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@ -71,12 +71,12 @@ namespace scene
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/** This value will never be returned by
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ISceneManager::getSceneNodeRenderPass(). The scene manager
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will determine by itself if an object is transparent or solid
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and register the object as SNRT_TRANSPARENT or SNRT_SOLD
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and register the object as ESNRT_TRANSPARENT or ESNRP_SOLID
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automatically if you call registerNodeForRendering with this
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value (which is default). Note that it will register the node
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only as ONE type. If your scene node has both solid and
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transparent material types register it twice (one time as
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SNRT_SOLID, the other time as SNRT_TRANSPARENT) and in the
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ESNRP_SOLID, the other time as ESNRT_TRANSPARENT) and in the
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render() method call getSceneNodeRenderPass() to find out the
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current render pass and render only the corresponding parts of
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the node. */
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@ -1085,7 +1085,7 @@ namespace scene
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/** \param type: Type of scene node to find (ESNT_ANY will return all child nodes).
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\param outNodes: results will be added to this array (outNodes is not cleared).
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\param start: Scene node to start from. This node and all children of this scene
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node are checked (recursively, so also children of children, etc). If null is specified,
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node are checked (recursively, so also children of children, etc). If null is specified,
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the root scene node is taken as start-node. */
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virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type,
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core::array<scene::ISceneNode*>& outNodes,
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@ -199,7 +199,7 @@ namespace video
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//! All typical anti-alias and smooth modes
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EAAM_FULL_BASIC=15,
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//! Enhanced anti-aliasing for transparent materials
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/** Usually used with EMT_TRANSPARENT_ALPHA_REF and multisampling. */
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/** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
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EAAM_ALPHA_TO_COVERAGE=16
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};
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@ -266,13 +266,13 @@ namespace video
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//! By default this is identical to MATERIAL_MAX_TEXTURES
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/** Users can modify this value if they are certain they don't need all
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available textures per material in their application. For example if you
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available textures per material in their application. For example if you
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never need more than 2 textures per material you can set this to 2.
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We (mostly) avoid dynamic memory in SMaterial, so the extra memory
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will still be allocated. But by lowering MATERIAL_MAX_TEXTURES_USED the
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material comparisons and assignments can be faster. Also several other
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places in the engine can be faster when reducing this value to the limit
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We (mostly) avoid dynamic memory in SMaterial, so the extra memory
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will still be allocated. But by lowering MATERIAL_MAX_TEXTURES_USED the
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material comparisons and assignments can be faster. Also several other
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places in the engine can be faster when reducing this value to the limit
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you need.
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NOTE: This should only be changed once and before any call to createDevice.
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@ -470,7 +470,7 @@ namespace video
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Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
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u8 PolygonOffsetFactor:3;
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//! DEPRECATED. Will be removed after Irrlicht 1.9.
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//! DEPRECATED. Will be removed after Irrlicht 1.9.
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/** Flag defining the direction the polygon offset is applied to.
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Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
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E_POLYGON_OFFSET PolygonOffsetDirection:1;
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@ -480,7 +480,7 @@ namespace video
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On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
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On D3D9 you can pass a range between -1 and 1. But you should likely divide it by the range of the depthbuffer.
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Like dividing by 65535.0 for a 16 bit depthbuffer. Thought it still might produce too large of a bias.
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Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
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Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
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recommends multiplying by 2.0*4.8e-7 (and strangely on both 16 bit and 24 bit). */
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f32 PolygonOffsetDepthBias;
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