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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@ -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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