Unify spelling in documentation (color, behavior).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4252 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2012-07-20 12:49:43 +00:00
parent b52a040fe6
commit d439c11f54
23 changed files with 97 additions and 97 deletions

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@ -974,7 +974,7 @@ Changes in 1.6 (23.09.2009)
- Made IGUIElements recalculate clipping rectangle after setNotClipped, reported by Aelis440
- Bug fix for the combo box where it showed white text instead of skin colour before being focused, fix posted by drewbacca
- Bug fix for the combo box where it showed white text instead of skin color before being focused, fix posted by drewbacca
- EGDS_MESSAGE_BOX_HEIGHT is now honoured, bug reported by Spkka
@ -1525,9 +1525,9 @@ Changes in 1.6 (23.09.2009)
- D3D devices use DISCARD for windowed renderbuffers now, can be faster.
- Changed behaviour of PixelBlend16() / PixelBlend16_simd() so that they treat the 1 bit alpha of the source pixel as boolean, i.e. they draw either the source pixel, or the destination pixel, rather than "blending". (Issue revealed by the fix to IVideoDriver::makeColorKeyTexture()).
- Changed behavior of PixelBlend16() / PixelBlend16_simd() so that they treat the 1 bit alpha of the source pixel as boolean, i.e. they draw either the source pixel, or the destination pixel, rather than "blending". (Issue revealed by the fix to IVideoDriver::makeColorKeyTexture()).
- IVideoDriver::makeColorKeyTexture() bug fixed so that only alphas, not whole texel colors, are zeroed. An optional parameter allows using the old (buggy) behaviour for backwards compatibility.
- IVideoDriver::makeColorKeyTexture() bug fixed so that only alphas, not whole texel colors, are zeroed. An optional parameter allows using the old (buggy) behavior for backwards compatibility.
- position2d is now a synonym for vector2d. position2d is therefore marked as deprecated, although it's unlikely to be removed.
@ -1676,7 +1676,7 @@ Changes in version 1.5 (15.12.2008)
- Terrain heightmap and texture were flipped in order to draw them as expected (looking onto the terrain from high above will just look like the actual texture/heightmap).
- Significant internal change to the way that FPS camera jump speed and collision response animator gravity interact. The behaviour is now much more realistic, but it will require you to adjust your jump speed and gravity.
- Significant internal change to the way that FPS camera jump speed and collision response animator gravity interact. The behavior is now much more realistic, but it will require you to adjust your jump speed and gravity.
- Skybox won't be culled anymore by nearplane or farplane.
@ -2544,7 +2544,7 @@ Font improvements:
- Elements can now automatically resize to fit their parents, or align themselves to an edge:
setAlignment(left, right, top, bottom) - sets how each edge aligns to its parent,
through EGUI_ALIGNMENT enum
EGUIA_UPPERLEFT - default behaviour, aligns to top or left edge
EGUIA_UPPERLEFT - default behavior, aligns to top or left edge
EGUIA_LOWERRIGHT - aligns to the lower or right edge
EGUIA_CENTER - moves relative to the center of its parent
EGUIA_SCALE - uses relative scale
@ -3024,7 +3024,7 @@ Changes in version 0.14.0 (30 November 2005)
- Irrlicht.NET now supports shaders.
- Irrlicht now loads all textures in 32 bit mode by default. (Previously this
was 16bit). To change this behaviour back again, use
was 16bit). To change this behavior back again, use
device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
- Irrlicht.NET now supports Particlesystems and Shaders. Thanks to a code

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@ -81,7 +81,7 @@ namespace gui
//! platform specific behavior flags for the cursor
enum ECURSOR_PLATFORM_BEHAVIOR
{
//! default - no platform specific behaviour
//! default - no platform specific behavior
ECPB_NONE = 0,
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive.

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@ -53,7 +53,7 @@ namespace irr
/** This is not used by Irrlicht and can be used to send user
specific data though the system. The Irrlicht 'window handle'
can be obtained from IrrlichtDevice::getExposedVideoData()
The usage and behaviour depends on the operating system:
The usage and behavior depends on the operating system:
Windows: send a WM_USER message to the Irrlicht Window; the
wParam and lParam will be used to populate the
UserData1 and UserData2 members of the SUserEvent.

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@ -11,7 +11,7 @@ namespace irr
{
namespace gui
{
//! Close behaviour.
//! Close behavior.
//! Default is ECMC_REMOVE
enum ECONTEXT_MENU_CLOSE
{
@ -40,10 +40,10 @@ namespace gui
IGUIContextMenu(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_CONTEXT_MENU, environment, parent, id, rectangle) {}
//! set behaviour when menus are closed
//! set behavior when menus are closed
virtual void setCloseHandling(ECONTEXT_MENU_CLOSE onClose) = 0;
//! get current behaviour when the menu will be closed
//! get current behavior when the menu will be closed
virtual ECONTEXT_MENU_CLOSE getCloseHandling() const = 0;
//! Get amount of menu items

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@ -71,7 +71,7 @@ public:
/**
\param texture The texture to apply to the terrain.
\param heightmap An image that will be interpreted as a heightmap. The
brightness (average colour) of each pixel is interpreted as a height,
brightness (average color) of each pixel is interpreted as a height,
with a 255 brightness pixel producing the maximum height.
\param stretchSize The size that each pixel will produce, i.e. a
512x512 heightmap

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@ -856,9 +856,9 @@ namespace scene
\param vertexColor: The default color of all the vertices. If no texture is associated
with the scene node, then all vertices will be this color. Defaults to white.
\param maxLOD: The maximum LOD (level of detail) for the node. Only change if you
know what you are doing, this might lead to strange behaviour.
know what you are doing, this might lead to strange behavior.
\param patchSize: patch size of the terrain. Only change if you
know what you are doing, this might lead to strange behaviour.
know what you are doing, this might lead to strange behavior.
\param smoothFactor: The number of times the vertices are smoothed.
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
\return Pointer to the created scene node. Can be null
@ -894,9 +894,9 @@ namespace scene
\param vertexColor: The default color of all the vertices. If no texture is associated
with the scene node, then all vertices will be this color. Defaults to white.
\param maxLOD: The maximum LOD (level of detail) for the node. Only change if you
know what you are doing, this might lead to strange behaviour.
know what you are doing, this might lead to strange behavior.
\param patchSize: patch size of the terrain. Only change if you
know what you are doing, this might lead to strange behaviour.
know what you are doing, this might lead to strange behavior.
\param smoothFactor: The number of times the vertices are smoothed.
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
\return Pointer to the created scene node. Can be null
@ -1603,7 +1603,7 @@ namespace scene
//! Register a custom callbacks manager which gets callbacks during scene rendering.
/** \param[in] lightManager: the new callbacks manager. You may pass 0 to remove the
current callbacks manager and restore the default behaviour. */
current callbacks manager and restore the default behavior. */
virtual void setLightManager(ILightManager* lightManager) = 0;
//! Get an instance of a geometry creator.

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@ -517,7 +517,7 @@ namespace video
position of a pixel instead a color value.
\param zeroTexels \deprecated If set to true, then any texels that match
the color key will have their color, as well as their alpha, set to zero
(i.e. black). This behaviour matches the legacy (buggy) behaviour prior
(i.e. black). This behavior matches the legacy (buggy) behavior prior
to release 1.5 and is provided for backwards compatibility only.
This parameter may be removed by Irrlicht 1.9. */
virtual void makeColorKeyTexture(video::ITexture* texture,
@ -534,7 +534,7 @@ namespace video
described above.
\param zeroTexels \deprecated If set to true, then any texels that match
the color key will have their color, as well as their alpha, set to zero
(i.e. black). This behaviour matches the legacy (buggy) behaviour prior
(i.e. black). This behavior matches the legacy (buggy) behavior prior
to release 1.5 and is provided for backwards compatibility only.
This parameter may be removed by Irrlicht 1.9. */
virtual void makeColorKeyTexture(video::ITexture* texture,

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@ -42,10 +42,10 @@ namespace scene
virtual u32 getSubDivideV() const =0;
//! Sets the color of the base of the light
virtual void setFootColor(const video::SColor inColour) =0;
virtual void setFootColor(const video::SColor inColor) =0;
//! Sets the color of the tip of the light
virtual void setTailColor(const video::SColor inColour) =0;
virtual void setTailColor(const video::SColor inColor) =0;
//! Returns the color of the base of the light
virtual video::SColor getFootColor() const =0;

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@ -9,7 +9,7 @@
\brief Header file containing all scene parameters for modifying mesh loading etc.
This file includes all parameter names which can be set using ISceneManager::getParameters()
to modify the behaviour of plugins and mesh loaders.
to modify the behavior of plugins and mesh loaders.
*/
namespace irr

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@ -704,7 +704,7 @@ class map
Node* newNodesUncle = newNode->getParent()->getParent()->getRightChild();
if ( newNodesUncle!=0 && newNodesUncle->isRed())
{
// case 1 - change the colours
// case 1 - change the colors
newNode->getParent()->setBlack();
newNodesUncle->setBlack();
newNode->getParent()->getParent()->setRed();
@ -733,7 +733,7 @@ class map
Node* newNodesUncle = newNode->getParent()->getParent()->getLeftChild();
if ( newNodesUncle!=0 && newNodesUncle->isRed())
{
// case 1 - change the colours
// case 1 - change the colors
newNode->getParent()->setBlack();
newNodesUncle->setBlack();
newNode->getParent()->getParent()->setRed();

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@ -274,7 +274,7 @@ IAnimatedMesh* CDMFLoader::createMesh(io::IReadFile* file)
findFile(use_mat_dirs, path, materiali[i].pathName, materiali[i].textureName);
tex = driver->getTexture(materiali[i].textureName);
}
//Primary texture is just a colour
//Primary texture is just a color
else if(materiali[i].textureFlag==1)
{
video::SColor color(axtoi(materiali[i].textureName.c_str()));

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@ -51,13 +51,13 @@ CGUIContextMenu::~CGUIContextMenu()
LastFont->drop();
}
//! set behaviour when menus are closed
//! set behavior when menus are closed
void CGUIContextMenu::setCloseHandling(ECONTEXT_MENU_CLOSE onClose)
{
CloseHandling = onClose;
}
//! get current behaviour when the menue will be closed
//! get current behavior when the menue will be closed
ECONTEXT_MENU_CLOSE CGUIContextMenu::getCloseHandling() const
{
return CloseHandling;

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@ -31,10 +31,10 @@ namespace gui
//! destructor
virtual ~CGUIContextMenu();
//! set behaviour when menus are closed
//! set behavior when menus are closed
virtual void setCloseHandling(ECONTEXT_MENU_CLOSE onClose);
//! get current behaviour when the menue will be closed
//! get current behavior when the menue will be closed
virtual ECONTEXT_MENU_CLOSE getCloseHandling() const;
//! Returns amount of menu items

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@ -1120,7 +1120,7 @@ void CGUIEditBox::breakText()
{
// TODO: I (Michael) think that we shouldn't change the text given by the user for whatever reason.
// Instead rework the cursor positioning to be able to handle this (but not in stable release
// branch as users might already expect this behaviour).
// branch as users might already expect this behavior).
Text.erase(i+1);
--size;
if ( CursorPos > i )

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@ -39,7 +39,7 @@ namespace gui
virtual void updateAbsolutePosition();
//! Modalscreen is not a typical element, but rather acts like a state for it's children.
//! isVisible is overriden to give this a useful behaviour, so that a modal will no longer
//! isVisible is overriden to give this a useful behavior, so that a modal will no longer
//! be active when its parent is invisible or all its children are invisible.
virtual bool isVisible() const;

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@ -402,7 +402,7 @@ bool CIrrDeviceStub::getGammaRamp( f32 &red, f32 &green, f32 &blue, f32 &brightn
return false;
}
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behaviour.
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
void CIrrDeviceStub::setDoubleClickTime( u32 timeMs )
{
MouseMultiClicks.DoubleClickTime = timeMs;

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@ -125,7 +125,7 @@ namespace irr
//! Get the current Gamma Value for the Display
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue, f32 &brightness, f32 &contrast );
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behaviour.
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
//! When set to 0 no double- and tripleclicks will be generated.
virtual void setDoubleClickTime( u32 timeMs );

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@ -331,7 +331,7 @@ bool CMD2MeshFileLoader::loadFile(io::IReadFile* file, CAnimatedMeshMD2* mesh)
}
}
// populate interpolation buffer with texture coordinates and colours
// populate interpolation buffer with texture coordinates and colors
if (header.numFrames)
{
f32 dmaxs = 1.0f/(header.skinWidth);

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@ -1017,7 +1017,7 @@ void CNullDriver::makeColorKeyTexture(video::ITexture* texture,
for (u32 pixel = 0; pixel < pixels; ++ pixel)
{
// If the colour matches the reference colour, ignoring alphas,
// If the color matches the reference color, ignoring alphas,
// set the alpha to zero.
if(((*p) & 0x7fff) == refZeroAlpha)
{
@ -1051,7 +1051,7 @@ void CNullDriver::makeColorKeyTexture(video::ITexture* texture,
const u32 pixels = pitch * dim.Height;
for (u32 pixel = 0; pixel < pixels; ++ pixel)
{
// If the colour matches the reference colour, ignoring alphas,
// If the color matches the reference color, ignoring alphas,
// set the alpha to zero.
if(((*p) & 0x00ffffff) == refZeroAlpha)
{

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@ -187,7 +187,7 @@ IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)
{
c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data
video::S3DVertex v;
// Assign vertex color from currently active material's diffuse colour
// Assign vertex color from currently active material's diffuse color
if (mtlChanged)
{
// retrieve the material
@ -468,8 +468,8 @@ const c8* COBJMeshFileLoader::readTextures(const c8* bufPtr, const c8* const buf
// currMaterial->Meshbuffer->Material.Textures[1] = texture;
// currMaterial->Meshbuffer->Material.MaterialType=video::EMT_REFLECTION_2_LAYER;
}
// Set diffuse material colour to white so as not to affect texture colour
// Because Maya set diffuse colour Kd to black when you use a diffuse colour map
// Set diffuse material color to white so as not to affect texture color
// Because Maya set diffuse color Kd to black when you use a diffuse color map
// But is this the right thing to do?
currMaterial->Meshbuffer->Material.DiffuseColor.set(
currMaterial->Meshbuffer->Material.DiffuseColor.getAlpha(), 255, 255, 255 );

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@ -1013,7 +1013,7 @@ bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
core::array<c8> buffer;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
{
//buffer vertex data, and convert colours...
//buffer vertex data, and convert colors...
buffer.set_used(vertexSize * vertexCount);
memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
vbuf = buffer.const_pointer();

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@ -4,7 +4,7 @@
/*
History:
- changed behaviour for log2 textures ( replaced multiplies by shift )
- changed behavior for log2 textures ( replaced multiplies by shift )
*/
#ifndef __S_VIDEO_2_SOFTWARE_HELPER_H_INCLUDED__

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@ -29,7 +29,7 @@ namespace
{
/** A structure representing some DeleD infos.
This structure contains data about DeleD level file like: version, ambient colour, number of objects etc...*/
This structure contains data about DeleD level file like: version, ambient color, number of objects etc...*/
struct dmfHeader
{
//main file header
@ -84,7 +84,7 @@ struct dmfVert
/** A structure representing a single dynamic light.
This structure contains light position coordinates, diffuse colour, specular colour and maximum radius of light.*/
This structure contains light position coordinates, diffuse color, specular color and maximum radius of light.*/
struct dmfLight
{
core::vector3df pos;//!<Position of this light.
@ -94,7 +94,7 @@ struct dmfLight
};
/** A structure representing a single water plane.
This structure contains light position coordinates, diffuse colour, specular colour and maximum radius of light.*/
This structure contains light position coordinates, diffuse color, specular color and maximum radius of light.*/
struct dmfWaterPlane
{
u32 waterID;//!<ID of specified water plane.