Merge pull request #343 from jsoref/spelling

Spelling
This commit is contained in:
Joey de Vries
2023-01-23 13:52:44 +01:00
committed by GitHub
102 changed files with 221 additions and 221 deletions

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@@ -191,7 +191,7 @@ set(GUEST_ARTICLES
configure_file(configuration/root_directory.h.in configuration/root_directory.h)
include_directories(${CMAKE_BINARY_DIR}/configuration)
# first create relevant static libraries requried for other projects
# first create relevant static libraries required for other projects
add_library(STB_IMAGE "src/stb_image.cpp")
set(LIBS ${LIBS} STB_IMAGE)

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@@ -12,11 +12,11 @@ First make sure you have CMake, Git, and GCC by typing as root (sudo) `apt-get i
Using root (sudo) and type `apt-get install libsoil-dev libglm-dev libassimp-dev libglew-dev libglfw3-dev libxinerama-dev libxcursor-dev libxi-dev libfreetype-dev libgl1-mesa-dev xorg-dev` .
Next, run CMake (preferably CMake-gui). The source directory is LearnOpenGL and specify the build directory as LearnOpenGL/build. Creating the build directory within LearnOpenGL is important for linking to the resource files (it also will be ignored by Git). Hit configure and specify your compiler files (Unix Makefiles are recommended), resolve any missing directories or libraries, and then hit generate. Navigate to the build directory (`cd LearnOpenGL/build`) and type `make` in the terminal. This should generate the executables in the respective chapter folders.
Note that CodeBlocks or other IDEs may have issues running the programs due to problems finding the shader and resource files, however it should still be able to generate the exectuables. To work around this problem it is possible to set an environment variable to tell the tutorials where the resource files can be found. The environment variable is named LOGL_ROOT_PATH and may be set to the path to the root of the LearnOpenGL directory tree. For example:
Note that CodeBlocks or other IDEs may have issues running the programs due to problems finding the shader and resource files, however it should still be able to generate the executables. To work around this problem it is possible to set an environment variable to tell the tutorials where the resource files can be found. The environment variable is named LOGL_ROOT_PATH and may be set to the path to the root of the LearnOpenGL directory tree. For example:
`export LOGL_ROOT_PATH=/home/user/tutorials/LearnOpenGL`
Running `ls $LOGL_ROOT_PATH` should list, among other things, this README file and the resources direcory.
Running `ls $LOGL_ROOT_PATH` should list, among other things, this README file and the resources directory.
## Mac OS X building
Building on Mac OS X is fairly simple:

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@@ -12,7 +12,7 @@
# <GLM_ROOT_DIR>/include/glm/glm.hpp
# This variable can either be a cmake or environment
# variable. Note however that changing the value
# of the environment varible will NOT result in
# of the environment variable will NOT result in
# re-running the header search and therefore NOT
# adjust the variables set by this module.
#=============================================================================

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@@ -90,7 +90,7 @@ enum
SOIL_FLAG_DDS_LOAD_DIRECT: will load DDS files directly without _ANY_ additional processing
SOIL_FLAG_NTSC_SAFE_RGB: clamps RGB components to the range [16,235]
SOIL_FLAG_CoCg_Y: Google YCoCg; RGB=>CoYCg, RGBA=>CoCgAY
SOIL_FLAG_TEXTURE_RECTANGE: uses ARB_texture_rectangle ; pixel indexed & no repeat or MIPmaps or cubemaps
SOIL_FLAG_TEXTURE_RECTANGLE: uses ARB_texture_rectangle ; pixel indexed & no repeat or MIPmaps or cubemaps
**/
enum
{

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@@ -125,8 +125,8 @@ public:
unsigned int severity);
// ----------------------------------------------------------------------
/** @copydoc Logger::detatchStream */
bool detatchStream(LogStream *pStream,
/** @copydoc Logger::detachStream */
bool detachStream(LogStream *pStream,
unsigned int severity);

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@@ -212,7 +212,7 @@ public:
* triangulate data so they would run the step even if it wasn't requested.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
* the library (i.e. not copied using aiCopyScene and potentially modified afterwards),
* any postprocessing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).
@@ -254,7 +254,7 @@ public:
* The function does nothing if no blob has previously been
* previously produced via #ExportToBlob. #FreeBlob is called
* automatically by the destructor. The only reason to call
* it manually would be to reclain as much storage as possible
* it manually would be to reclaim as much storage as possible
* without giving up the #Exporter instance yet. */
void FreeBlob( );

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@@ -107,7 +107,7 @@ namespace Assimp {
* If you need the Importer to do custom file handling to access the files,
* implement IOSystem and IOStream and supply an instance of your custom
* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
* If you do not assign a custion IO handler, a default handler using the
* If you do not assign a custom IO handler, a default handler using the
* standard C++ IO logic will be used.
*
* @note One Importer instance is not thread-safe. If you use multiple
@@ -291,10 +291,10 @@ public:
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the importer to use to open and
* access files. If you need the importer to use custion IO logic to
* access files. If you need the importer to use custom IO logic to
* access the files, you need to provide a custom implementation of
* IOSystem and IOFile to the importer. Then create an instance of
* your custion IOSystem implementation and supply it by this function.
* your custom IOSystem implementation and supply it by this function.
*
* The Importer takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
@@ -557,7 +557,7 @@ public:
inline void GetExtensionList(std::string& szOut) const;
// -------------------------------------------------------------------
/** Get the number of importrs currently registered with Assimp. */
/** Get the number of imports currently registered with Assimp. */
size_t GetImporterCount() const;
// -------------------------------------------------------------------

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@@ -151,7 +151,7 @@ public:
* if the result is 0 the stream is detached from the Logger and
* the caller retakes the possession of the stream.
* @return true if the stream has been detached, false otherwise.*/
virtual bool detatchStream(LogStream *pStream,
virtual bool detachStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
protected:
@@ -174,7 +174,7 @@ protected:
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific info message
* @param message Info message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (ecxluding the '0').
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
@@ -183,16 +183,16 @@ protected:
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific warn message
* @param message Warn message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnWarn(const char* essage) = 0;
virtual void OnWarn(const char* message) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific error message
* @param message Error message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/

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@@ -84,7 +84,7 @@ public:
}
/** @brief Detach a still attached stream from logger */
bool detatchStream(LogStream *pStream, unsigned int severity) {
bool detachStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}

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@@ -144,7 +144,7 @@ struct aiMeshKey
double mTime;
/** Index into the aiMesh::mAnimMeshes array of the
* mesh coresponding to the #aiMeshAnim hosting this
* mesh corresponding to the #aiMeshAnim hosting this
* key frame. The referenced anim mesh is evaluated
* according to the rules defined in the docs for #aiAnimMesh.*/
unsigned int mValue;

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@@ -107,7 +107,7 @@ ASSIMP_API void aiReleaseExportFormatDescription( const C_STRUCT aiExportFormatD
* export them again. Since the scene returned by the various importer functions
* is const, a modifiable copy is needed.
* @param pIn Valid scene to be copied
* @param pOut Receives a modifyable copy of the scene. Use aiFreeScene() to
* @param pOut Receives a modifiable copy of the scene. Use aiFreeScene() to
* delete it again.
*/
ASSIMP_API void aiCopyScene(const C_STRUCT aiScene* pIn,
@@ -149,7 +149,7 @@ ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn);
* triangulate data so they would run the step anyway.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
* the library (i.e. not copied using aiCopyScene and potentially modified afterwards),
* any postprocessing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).

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@@ -784,7 +784,7 @@ enum aiComponent
*
* Assimp provides full conversion of LightWave's envelope system, including
* pre and post conditions. The loader computes linearly subsampled animation
* chanels with the frame rate given in the LWS file. This property defines
* channels with the frame rate given in the LWS file. This property defines
* the start time. Note: animation channels are only generated if a node
* has at least one envelope with more tan one key assigned. This property.
* is given in frames, '0' is the first frame. By default, if this property

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@@ -413,7 +413,7 @@ enum aiTextureFlags
* SourceColor * SourceBlend + DestColor * DestBlend
* @endcode
* where DestColor is the previous color in the framebuffer at this
* position and SourceColor is the material colro before the transparency
* position and SourceColor is the material color before the transparency
* calculation.<br>
* This corresponds to the #AI_MATKEY_BLEND_FUNC property.
*/
@@ -1506,7 +1506,7 @@ ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMa
* Pass NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @param[out] flags Receives the the texture flags.
* @param[out] flags Receives the texture flags.
* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
// ---------------------------------------------------------------------------
#ifdef __cplusplus

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@@ -151,7 +151,7 @@ public:
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Output: mtx[3][3] -- a 3x3 matrix in column-major form
* Authors: Tomas M<>ller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999

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@@ -240,7 +240,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Output: mtx[3][3] -- a 3x3 matrix in column-major form
* Authors: Tomas M<>ller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999

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@@ -521,7 +521,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Output: mtx[3][3] -- a 3x3 matrix in column-major form
* Authors: Tomas M<>ller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999

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@@ -54,7 +54,7 @@ extern "C" {
// ---------------------------------------------------------------------------
// Limits. These values are required to match the settings Assimp was
// compiled against. Therfore, do not redefine them unless you build the
// compiled against. Therefore, do not redefine them unless you build the
// library from source using the same definitions.
// ---------------------------------------------------------------------------
@@ -337,7 +337,7 @@ enum aiPrimitiveType
*
* You may think of an #aiAnimMesh as a `patch` for the host mesh, which
* replaces only certain vertex data streams at a particular time.
* Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
* Each mesh stores n attached meshes (#aiMesh::mAnimMeshes).
* The actual relationship between the time line and anim meshes is
* established by #aiMeshAnim, which references singular mesh attachments
* by their ID and binds them to a time offset.
@@ -506,7 +506,7 @@ struct aiMesh
* #define IS_QNAN(f) (f != f)
* @endcode
* still dangerous because even 1.f == 1.f could evaluate to false! (
* remember the subtleties of IEEE754 artithmetics). Use stuff like
* remember the subtleties of IEEE754 arithmetics). Use stuff like
* @c fpclassify instead.
* @note Normal vectors computed by Assimp are always unit-length.
* However, this needn't apply for normals that have been taken
@@ -604,7 +604,7 @@ struct aiMesh
/** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
* Attachment meshes carry replacement data for some of the
* mesh'es vertex components (usually positions, normals). */
* mesh's vertex components (usually positions, normals). */
C_STRUCT aiAnimMesh** mAnimMeshes;

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@@ -287,7 +287,7 @@ enum aiPostProcessSteps
* their work if two meshes have different materials. Because several
* material settings are lost during Assimp's import filters,
* (and because many exporters don't check for redundant materials), huge
* models often have materials which are are defined several times with
* models often have materials which are defined several times with
* exactly the same settings.
*
* Several material settings not contributing to the final appearance of

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@@ -210,7 +210,7 @@ inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuat
// Calculate coefficients
TReal sclp, sclq;
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsilon
{
// Standard case (slerp)
TReal omega, sinom;

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@@ -142,7 +142,7 @@ struct aiTexture
* to determine the type of embedded compressed textures.
*
* If mHeight != 0 this member is undefined. Otherwise it
* is set set to '\\0\\0\\0\\0' if the loader has no additional
* is set to '\\0\\0\\0\\0' if the loader has no additional
* information about the texture file format used OR the
* file extension of the format without a trailing dot. If there
* are multiple file extensions for a format, the shortest

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@@ -435,7 +435,7 @@ enum aiDefaultLogStream
/** Stream the log to std::cerr */
aiDefaultLogStream_STDERR = 0x4,
/** MSVC only: Stream the log the the debugger
/** MSVC only: Stream the log the debugger
* (this relies on OutputDebugString from the Win32 SDK)
*/
aiDefaultLogStream_DEBUGGER = 0x8,

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@@ -1015,7 +1015,7 @@ FT_BEGIN_HEADER
*
* If the @FT_RASTER_FLAG_DIRECT bit flag is set in `flags`, the raster
* will call the `gray_spans` callback to draw gray pixel spans. This
* allows direct composition over a pre-existing bitmap through
* allows direct composition over a preexisting bitmap through
* user-provided callbacks to perform the span drawing and composition.
* Not supported by the monochrome rasterizer.
*/

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@@ -873,7 +873,7 @@ FT_BEGIN_HEADER
* The LCD filter weights for ClearType-style subpixel rendering.
*
* lcd_filter_func ::
* The LCD filtering callback function for for ClearType-style subpixel
* The LCD filtering callback function for ClearType-style subpixel
* rendering.
*
* lcd_geometry ::

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@@ -53,7 +53,7 @@ namespace glm
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> sign(vec<L, T, Q> const& x);
/// Returns a value equal to the nearest integer that is less then or equal to x.
/// Returns a value equal to the nearest integer that is less than or equal to x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types

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@@ -20,7 +20,7 @@
#undef isinf
#endif
//! Workaround for Chrone Native Client
//! Workaround for Chrome Native Client
#ifdef log2
#undef log2
#endif

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@@ -212,7 +212,7 @@ namespace glm
T left, T right, T bottom, T top, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -225,7 +225,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -238,7 +238,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -251,7 +251,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -264,7 +264,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -277,7 +277,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -290,7 +290,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@@ -304,7 +304,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@@ -318,7 +318,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
/// Creates a matrix for a symmetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
///
/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.

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@@ -29,7 +29,7 @@ namespace glm
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL T length(vec<L, T, Q> const& x);
/// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
/// Returns the distance between p0 and p1, i.e., length(p0 - p1).
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.

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@@ -31,7 +31,7 @@ namespace glm
/// Fast matrix inverse for affine matrix.
///
/// @param m Input matrix to invert.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly inaccurate.
/// @see gtc_matrix_inverse
template<typename genType>
GLM_FUNC_DECL genType affineInverse(genType const& m);
@@ -39,7 +39,7 @@ namespace glm
/// Compute the inverse transpose of a matrix.
///
/// @param m Input matrix to invert transpose.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly inaccurate.
/// @see gtc_matrix_inverse
template<typename genType>
GLM_FUNC_DECL genType inverseTranspose(genType const& m);

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@@ -52,25 +52,25 @@ namespace glm
template<typename genType>
GLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation);
/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius
/// Generate a random 2D vector which coordinates are regularly distributed on a circle of a given radius
///
/// @see gtc_random
template<typename T>
GLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius);
/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius
/// Generate a random 3D vector which coordinates are regularly distributed on a sphere of a given radius
///
/// @see gtc_random
template<typename T>
GLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius);
/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius
/// Generate a random 2D vector which coordinates are regularly distributed within the area of a disk of a given radius
///
/// @see gtc_random
template<typename T>
GLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius);
/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius
/// Generate a random 3D vector which coordinates are regularly distributed within the volume of a ball of a given radius
///
/// @see gtc_random
template<typename T>

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@@ -2,7 +2,7 @@
/// @file glm/gtx/associated_min_max.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_associated_min_max GLM_GTX_associated_min_max
/// @ingroup gtx

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@@ -9,7 +9,7 @@
///
/// Include <glm/gtx/easing.hpp> to use the features of this extension.
///
/// Easing functions for animations and transitons
/// Easing functions for animations and transitions
/// All functions take a parameter x in the range [0.0,1.0]
///
/// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing)

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@@ -3,10 +3,10 @@
///
/// @see core (dependence)
///
/// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max
/// @defgroup gtx_extended_min_max GLM_GTX_extended_min_max
/// @ingroup gtx
///
/// Include <glm/gtx/extented_min_max.hpp> to use the features of this extension.
/// Include <glm/gtx/extended_min_max.hpp> to use the features of this extension.
///
/// Min and max functions for 3 to 4 parameters.
@@ -16,11 +16,11 @@
#include "../glm.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
# error "GLM: GLM_GTX_extended_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_extented_min_max extension included")
# pragma message("GLM: GLM_GTX_extended_min_max extension included")
#endif
namespace glm
@@ -29,7 +29,7 @@ namespace glm
/// @{
/// Return the minimum component-wise values of 3 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T>
GLM_FUNC_DECL T min(
T const& x,
@@ -37,7 +37,7 @@ namespace glm
T const& z);
/// Return the minimum component-wise values of 3 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> min(
C<T> const& x,
@@ -45,7 +45,7 @@ namespace glm
typename C<T>::T const& z);
/// Return the minimum component-wise values of 3 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> min(
C<T> const& x,
@@ -53,7 +53,7 @@ namespace glm
C<T> const& z);
/// Return the minimum component-wise values of 4 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T>
GLM_FUNC_DECL T min(
T const& x,
@@ -62,7 +62,7 @@ namespace glm
T const& w);
/// Return the minimum component-wise values of 4 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> min(
C<T> const& x,
@@ -71,7 +71,7 @@ namespace glm
typename C<T>::T const& w);
/// Return the minimum component-wise values of 4 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> min(
C<T> const& x,
@@ -80,7 +80,7 @@ namespace glm
C<T> const& w);
/// Return the maximum component-wise values of 3 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T>
GLM_FUNC_DECL T max(
T const& x,
@@ -88,7 +88,7 @@ namespace glm
T const& z);
/// Return the maximum component-wise values of 3 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> max(
C<T> const& x,
@@ -96,7 +96,7 @@ namespace glm
typename C<T>::T const& z);
/// Return the maximum component-wise values of 3 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> max(
C<T> const& x,
@@ -104,7 +104,7 @@ namespace glm
C<T> const& z);
/// Return the maximum component-wise values of 4 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T>
GLM_FUNC_DECL T max(
T const& x,
@@ -113,7 +113,7 @@ namespace glm
T const& w);
/// Return the maximum component-wise values of 4 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> max(
C<T> const& x,
@@ -122,7 +122,7 @@ namespace glm
typename C<T>::T const& w);
/// Return the maximum component-wise values of 4 inputs
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename T, template<typename> class C>
GLM_FUNC_DECL C<T> max(
C<T> const& x,
@@ -134,7 +134,7 @@ namespace glm
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename genType>
GLM_FUNC_DECL genType fmin(genType x, genType y);
@@ -142,7 +142,7 @@ namespace glm
///
/// @tparam genType Floating-point; scalar or vector types.
///
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
template<typename genType>
GLM_FUNC_DECL genType fmax(genType x, genType y);
@@ -151,7 +151,7 @@ namespace glm
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<typename genType>
GLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal);
@@ -161,7 +161,7 @@ namespace glm
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal);
@@ -171,7 +171,7 @@ namespace glm
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see gtx_extented_min_max
/// @see gtx_extended_min_max
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);

View File

@@ -66,7 +66,7 @@ namespace glm
template<typename genType>
GLM_FUNC_DECL bool intersectRaySphere(
genType const& rayStarting, genType const& rayNormalizedDirection,
genType const& sphereCenter, typename genType::value_type const sphereRadiusSquered,
genType const& sphereCenter, typename genType::value_type const sphereRadiusSquared,
typename genType::value_type & intersectionDistance);
//! Compute the intersection of a ray and a sphere.

View File

@@ -117,13 +117,13 @@ namespace glm
if (position.y < typename genType::value_type(0) || position.y > typename genType::value_type(1))
return false;
genType Cotengant = cross(Tengant, edge1);
genType Cotangent = cross(Tengant, edge1);
position.z = dot(dir, Cotengant) * inv_det;
position.z = dot(dir, Cotangent) * inv_det;
if (position.z < typename genType::value_type(0) || position.y + position.z > typename genType::value_type(1))
return false;
position.x = dot(edge2, Cotengant) * inv_det;
position.x = dot(edge2, Cotangent) * inv_det;
return true;
}
@@ -132,7 +132,7 @@ namespace glm
GLM_FUNC_QUALIFIER bool intersectRaySphere
(
genType const& rayStarting, genType const& rayNormalizedDirection,
genType const& sphereCenter, const typename genType::value_type sphereRadiusSquered,
genType const& sphereCenter, const typename genType::value_type sphereRadiusSquared,
typename genType::value_type & intersectionDistance
)
{
@@ -140,11 +140,11 @@ namespace glm
genType diff = sphereCenter - rayStarting;
typename genType::value_type t0 = dot(diff, rayNormalizedDirection);
typename genType::value_type dSquared = dot(diff, diff) - t0 * t0;
if( dSquared > sphereRadiusSquered )
if( dSquared > sphereRadiusSquared )
{
return false;
}
typename genType::value_type t1 = sqrt( sphereRadiusSquered - dSquared );
typename genType::value_type t1 = sqrt( sphereRadiusSquared - dSquared );
intersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1;
return intersectionDistance > Epsilon;
}

View File

@@ -129,11 +129,11 @@ namespace glm
};
template<typename CTy>
struct delimeter
struct delimiter
{
CTy value[3];
GLM_FUNC_DECL explicit delimeter(CTy /* left */, CTy /* right */, CTy /* separator */ = ',');
GLM_FUNC_DECL explicit delimiter(CTy /* left */, CTy /* right */, CTy /* separator */ = ',');
};
struct order
@@ -150,14 +150,14 @@ namespace glm
template<typename FTy, typename CTy, typename CTr>
std::basic_ios<CTy,CTr>& formatted(std::basic_ios<CTy,CTr>&);
template<typename FTy, typename CTy, typename CTr>
std::basic_ios<CTy,CTr>& unformattet(std::basic_ios<CTy,CTr>&);
std::basic_ios<CTy,CTr>& unformatted(std::basic_ios<CTy,CTr>&);
template<typename CTy, typename CTr>
std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, precision const&);
template<typename CTy, typename CTr>
std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, width const&);
template<typename CTy, typename CTr>
std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, delimeter<CTy> const&);
std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, delimiter<CTy> const&);
template<typename CTy, typename CTr>
std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, order const&);
}//namespace io

View File

@@ -80,7 +80,7 @@ namespace io
{}
template<typename CTy>
GLM_FUNC_QUALIFIER delimeter<CTy>::delimeter(CTy a, CTy b, CTy c)
GLM_FUNC_QUALIFIER delimiter<CTy>::delimiter(CTy a, CTy b, CTy c)
: value()
{
value[0] = a;
@@ -130,7 +130,7 @@ namespace io
}
template<typename CTy, typename CTr>
GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, delimeter<CTy> const& a)
GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, delimiter<CTy> const& a)
{
format_punct<CTy> & fmt(const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)));

View File

@@ -2,7 +2,7 @@
/// @file glm/gtx/matrix_cross_product.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_matrix_cross_product GLM_GTX_matrix_cross_product
/// @ingroup gtx

View File

@@ -39,7 +39,7 @@ namespace glm
q[i] = in[i];
//j = [0,i[
// Make that column orthogonal to all the previous ones by substracting to it the non-orthogonal projection of all the previous columns.
// Make that column orthogonal to all the previous ones by subtracting to it the non-orthogonal projection of all the previous columns.
// Also: Fill the zero elements of R
for (length_t j = 0; j < i; j++)
{

View File

@@ -2,7 +2,7 @@
/// @file glm/gtx/matrix_major_storage.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_matrix_major_storage GLM_GTX_matrix_major_storage
/// @ingroup gtx

View File

@@ -3,7 +3,7 @@
///
/// @see core (dependence)
///
/// @defgroup gtx_mixed_product GLM_GTX_mixed_producte
/// @defgroup gtx_mixed_product GLM_GTX_mixed_product
/// @ingroup gtx
///
/// Include <glm/gtx/mixed_product.hpp> to use the features of this extension.

View File

@@ -2,7 +2,7 @@
/// @file glm/gtx/normal.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_normal GLM_GTX_normal
/// @ingroup gtx

View File

@@ -2,7 +2,7 @@
/// @file glm/gtx/orthonormalize.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_orthonormalize GLM_GTX_orthonormalize
/// @ingroup gtx

View File

@@ -2,14 +2,14 @@
/// @file glm/gtx/quaternion.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_quaternion GLM_GTX_quaternion
/// @ingroup gtx
///
/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.
///
/// Extented quaternion types and functions
/// Extended quaternion types and functions
#pragma once

View File

@@ -20,7 +20,7 @@
#endif
#if !GLM_HAS_RANGE_FOR
# error "GLM_GTX_range requires C++11 suppport or 'range for'"
# error "GLM_GTX_range requires C++11 support or 'range for'"
#endif
#include "../gtc/type_ptr.hpp"

View File

@@ -2,7 +2,7 @@
/// @file glm/gtx/std_based_type.hpp
///
/// @see core (dependence)
/// @see gtx_extented_min_max (dependence)
/// @see gtx_extended_min_max (dependence)
///
/// @defgroup gtx_std_based_type GLM_GTX_std_based_type
/// @ingroup gtx

View File

@@ -13,9 +13,9 @@
#include <string.h>
#include <stdio.h>
/* set this =1 if you want to use the covarince matrix method...
/* set this =1 if you want to use the covariance matrix method...
which is better than my method of using standard deviations
overall, except on the infintesimal chance that the power
overall, except on the infinitesimal chance that the power
method fails for finding the largest eigenvector */
#define USE_COV_MAT 1
@@ -23,7 +23,7 @@
/*
Takes a 4x4 block of pixels and compresses it into 8 bytes
in DXT1 format (color only, no alpha). Speed is valued
over prettyness, at least for now.
over prettiness, at least for now.
*/
void compress_DDS_color_block(
int channels,
@@ -32,7 +32,7 @@ void compress_DDS_color_block(
/*
Takes a 4x4 block of pixels and compresses the alpha
component it into 8 bytes for use in DXT5 DDS files.
Speed is valued over prettyness, at least for now.
Speed is valued over prettiness, at least for now.
*/
void compress_DDS_alpha_block(
const unsigned char *const uncompressed,
@@ -351,7 +351,7 @@ void compute_color_line_STDEV(
For a given starting vector, the power method can
generate all zeros! So no starting with {1,1,1}
as I was doing! This kind of error is still a
slight posibillity, but will be very rare.
slight possibility, but will be very rare.
*/
/* use the covariance matrix directly
(1st iteration, don't use all 1.0 values!) */

View File

@@ -16,7 +16,7 @@ namespace irrklang
{
//! If specified (default), it will make irrKlang run in a separate thread.
/** Using this flag, irrKlang will update
all streams, sounds, 3d positions and whatever automaticly. You also don't need to call ISoundEngine::update()
all streams, sounds, 3d positions and whatever automatically. You also don't need to call ISoundEngine::update()
if irrKlang is running multithreaded. However, if you want to run irrKlang in the same thread
as your application (for easier debugging for example), don't set this. But you need to call ISoundEngine::update()
as often as you can (at least about 2-3 times per second) to make irrKlang update everything correctly then. */
@@ -26,7 +26,7 @@ namespace irrklang
/** This will only work when irrKlang is using the DirectSound output driver. */
ESEO_MUTE_IF_NOT_FOCUSED = 0x02,
//! Automaticly loads external plugins when starting up.
//! Automatically loads external plugins when starting up.
/** Plugins usually are .dll, .so or .dylib
files named for example ikpMP3.dll (= short for irrKlangPluginMP3) which are executed
after the startup of the sound engine and modify it for example to make it possible
@@ -60,7 +60,7 @@ namespace irrklang
physically correct.
Note that this option may not work when used together with the ESEO_USE_3D_BUFFERS
option when using Direct3D for example, irrKlang will then turn off ESEO_USE_3D_BUFFERS
automaticly to be able to use this option and write out a warning. */
automatically to be able to use this option and write out a warning. */
ESEO_LINEAR_ROLLOFF = 0x40,
//! Default parameters when starting up the engine.

View File

@@ -77,7 +77,7 @@ namespace irrklang
//! Returns a pointer to the recorded audio data.
/** This method will only succeed if audio recording is currently stopped and
something was recorded previously using startRecordingBufferedAudio().
The lenght of the buffer can be retrieved using
The length of the buffer can be retrieved using
getAudioFormat().getSampleDataSize(). Note that the pointer is only valid
as long as not clearRecordedAudioDataBuffer() is called or another sample is
recorded.*/

View File

@@ -26,7 +26,7 @@ public:
//! sets the position of the audio stream.
/** For example to let the stream be read from the beginning of the file again,
setPosition(0) would be called. This is usually done be the sound engine to
loop a stream after if has reached the end. Return true if sucessful and 0 if not.
loop a stream after if has reached the end. Return true if successful and 0 if not.
\param pos: Position in frames.*/
virtual bool setPosition(ik_s32 pos) = 0;

View File

@@ -10,7 +10,7 @@
namespace irrklang
{
//! Interface providing read acess to a file.
//! Interface providing read access to a file.
class IFileReader : public virtual IRefCounted
{
public:

View File

@@ -19,7 +19,7 @@ namespace irrklang
to call drop(). This will destroy the object, if grab() was not called
in another part of you program, because this part still needs the object.
Note, that you only don't need to call drop() for all objects you receive, it
will be explicitely noted in the documentation.
will be explicitly noted in the documentation.
A simple example:
@@ -66,7 +66,7 @@ namespace irrklang
//! to call drop(). This will destroy the object, if grab() was not called
//! in another part of you program, because this part still needs the object.
//! Note, that you only don't need to call drop() for all objects you receive, it
//! will be explicitely noted in the documentation.
//! will be explicitly noted in the documentation.
//!
//! A simple example:
//!
@@ -84,7 +84,7 @@ namespace irrklang
//! to call drop(). This will destroy the object, if grab() was not called
//! in another part of you program, because this part still needs the object.
//! Note, that you only don't need to call drop() for all objects you receive, it
//! will be explicitely noted in the documentation.
//! will be explicitly noted in the documentation.
//!
//! A simple example:
//!

View File

@@ -26,7 +26,7 @@ namespace irrklang
public:
//! returns source of the sound which stores the filename and other informations about that sound
/** \return Returns the sound source poitner of this sound. May return 0 if the sound source
/** \return Returns the sound source pointer of this sound. May return 0 if the sound source
has been removed.*/
virtual ISoundSource* getSoundSource() = 0;
@@ -149,7 +149,7 @@ namespace irrklang
using DirectSound.
\param speed Factor of the speed increase or decrease. 2 is twice as fast,
0.5 is only half as fast. The default is 1.0.
\return Returns true if sucessful, false if not. The current sound driver might not
\return Returns true if successful, false if not. The current sound driver might not
support changing the playBack speed, or the sound was started with the
'enableSoundEffects' parameter. */
virtual bool setPlaybackSpeed(ik_f32 speed = 1.0f) = 0;
@@ -166,7 +166,7 @@ namespace irrklang
virtual ik_u32 getPlayLength() = 0;
//! Returns the sound effect control interface for this sound.
/** Sound effects such as Chorus, Distorsions, Echo, Reverb and similar can
/** Sound effects such as Chorus, Distortions, Echo, Reverb and similar can
be controlled using this. The interface pointer is only valid as long as the ISound pointer is valid.
If the ISound pointer gets dropped (IVirtualRefCounted::drop()), the ISoundEffects
may not be used any more.
@@ -185,7 +185,7 @@ namespace irrklang
should be as long valid as the sound exists or another stop event receiver is set.
Set this to null to set no sound stop event receiver.
\param userData: A iser data pointer, can be null. */
virtual void setSoundStopEventReceiver(ISoundStopEventReceiver* reciever, void* userData=0) = 0;
virtual void setSoundStopEventReceiver(ISoundStopEventReceiver* receiver, void* userData=0) = 0;
};
} // end namespace irrklang

View File

@@ -12,11 +12,11 @@
namespace irrklang
{
//! Interface to control the active sound effects (echo, reverb,...) of an ISound object, a playing sound.
/** Sound effects such as chorus, distorsions, echo, reverb and similar can
/** Sound effects such as chorus, distortions, echo, reverb and similar can
be controlled using this. An instance of this interface can be obtained via
ISound::getSoundEffectControl(). The sound containing this interface has to be started via
ISoundEngine::play2D() or ISoundEngine::play3D() with the flag enableSoundEffects=true,
otherwise no acccess to this interface will be available.
otherwise no access to this interface will be available.
For the DirectSound driver, these are effects available since DirectSound8. For most
effects, sounds should have a sample rate of 44 khz and should be at least
150 milli seconds long for optimal quality when using the DirectSound driver.

View File

@@ -35,7 +35,7 @@ namespace irrklang
//! loads a sound source (if not loaded already) from a file and plays it.
/** \param sourceFileName Filename of sound, like "sounds/test.wav" or "foobar.ogg".
\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
ISound have no effect after such a non looped sound has been stopped automaticly.
ISound have no effect after such a non looped sound has been stopped automatically.
\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
modify some of the sound parameters and then call ISound::setPaused(false);
@@ -45,13 +45,13 @@ namespace irrklang
\param streamMode Specifies if the file should be streamed or loaded completely into memory for playing.
ESM_AUTO_DETECT sets this to autodetection. Note: if the sound has been loaded or played before into the
engine, this parameter has no effect.
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distortions, echo,
reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
Only enable if necessary.
\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
will cause memory waste. This method also may return 0 although 'track', 'startPaused' or
'enableSoundEffects' have been set to true, if the sound could not be played.*/
virtual ISound* play2D(const char* soundFileName,
bool playLooped = false,
@@ -63,23 +63,23 @@ namespace irrklang
//! Plays a sound source as 2D sound with its default settings stored in ISoundSource.
/** An ISoundSource object will be created internally when playing a sound the first time,
or can be added with getSoundSource().
\param source The sound source, specifiying sound file source and default settings for this file.
\param source The sound source, specifying sound file source and default settings for this file.
Use the other ISoundEngine::play2D() overloads if you want to specify a filename string instead of this.
\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
ISound have no effect after such a non looped sound has been stopped automaticly.
ISound have no effect after such a non looped sound has been stopped automatically.
\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
modify some of the sound parameters and then call ISound::setPaused(false);
Note: You need to call ISound::drop() when setting this parameter to true and you don't need the ISound
object anymore. See 'return' for details.
\param track Makes it possible to track the sound. Causes the method to return an ISound interface. See 'return' for details.
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distortions, echo,
reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
Only enable if necessary.
\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
will cause memory waste. This method also may return 0 although 'track', 'startPaused' or
'enableSoundEffects' have been set to true, if the sound could not be played.*/
virtual ISound* play2D(ISoundSource* source,
bool playLooped = false,
@@ -92,7 +92,7 @@ namespace irrklang
\param sourceFileName Filename of sound, like "sounds/test.wav" or "foobar.ogg".
\param pos Position of the 3D sound.
\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
ISound have no effect after such a non looped sound has been stopped automaticly.
ISound have no effect after such a non looped sound has been stopped automatically.
\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
modify some of the sound parameters and then call ISound::setPaused(false);
@@ -102,13 +102,13 @@ namespace irrklang
\param streamMode Specifies if the file should be streamed or loaded completely into memory for playing.
ESM_AUTO_DETECT sets this to autodetection. Note: if the sound has been loaded or played before into the
engine, this parameter has no effect.
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distortions, echo,
reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
Only enable if necessary.
\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
will cause memory waste. This method also may return 0 although 'track', 'startPaused' or
'enableSoundEffects' have been set to true, if the sound could not be played.*/
virtual ISound* play3D(const char* soundFileName, vec3df pos,
bool playLooped = false,
@@ -120,24 +120,24 @@ namespace irrklang
//! Plays a sound source as 3D sound with its default settings stored in ISoundSource.
/** An ISoundSource object will be created internally when playing a sound the first time,
or can be added with getSoundSource(). There is some example code on how to work with 3D sound @ref sound3d.
\param source The sound source, specifiying sound file source and default settings for this file.
\param source The sound source, specifying sound file source and default settings for this file.
Use the other ISoundEngine::play2D() overloads if you want to specify a filename string instead of this.
\param pos Position of the 3D sound.
\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
ISound have no effect after such a non looped sound has been stopped automaticly.
ISound have no effect after such a non looped sound has been stopped automatically.
\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
modify some of the sound parameters and then call ISound::setPaused(false);
Note: You need to call ISound::drop() when setting this parameter to true and you don't need the ISound
object anymore. See 'return' for details.
\param track Makes it possible to track the sound. Causes the method to return an ISound interface. See 'return' for details.
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
\param enableSoundEffects Makes it possible to use sound effects such as chorus, distortions, echo,
reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
Only enable if necessary.
\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
will cause memory waste. This method also may return 0 although 'track', 'startPaused' or
'enableSoundEffects' have been set to true, if the sound could not be played.*/
virtual ISound* play3D(ISoundSource* source, vec3df pos,
bool playLooped = false,
@@ -182,7 +182,7 @@ namespace irrklang
\param preload If this flag is set to false (which is default) the sound engine will
not try to load the sound file when calling this method, but only when play() is called
with this sound source as parameter. Otherwise the sound will be preloaded.
\return Returns the pointer to the added sound source or 0 if not sucessful because for
\return Returns the pointer to the added sound source or 0 if not successful because for
example a sound already existed with that name. If not successful, the reason will be printed
into the log. Note: Don't call drop() to this pointer, it will be managed by irrKlang and
exist as long as you don't delete irrKlang or call removeSoundSource(). However,
@@ -204,7 +204,7 @@ namespace irrklang
savely. If set to false, the memory is not copied and the user takes the responsibility that
the memory block pointed to remains there as long as the sound engine or at least this sound
source exists.
\return Returns the pointer to the added sound source or 0 if not sucessful because for example a sound already
\return Returns the pointer to the added sound source or 0 if not successful because for example a sound already
existed with that name. If not successful, the reason will be printed into the log.
Note: Don't call drop() to this pointer, it will be managed by irrKlang and exist as long as you don't
delete irrKlang or call removeSoundSource(). However, you are free to call grab() if you
@@ -223,7 +223,7 @@ namespace irrklang
savely. If set to true, the memory is not copied and the user takes the responsibility that
the memory block pointed to remains there as long as the sound engine or at least this sound
source exists.
\return Returns the pointer to the added sound source or 0 if not sucessful because for
\return Returns the pointer to the added sound source or 0 if not successful because for
example a sound already existed with that name. If not successful, the reason will be printed
into the log. */
virtual ISoundSource* addSoundSourceFromPCMData(void* memory, ik_s32 sizeInBytes,
@@ -237,7 +237,7 @@ namespace irrklang
source will use the baseSource as base to access the file and similar, but it will have its
own name and its own default settings.
\param soundName Name of the new sound source to be added.
\return Returns the pointer to the added sound source or 0 if not sucessful because for
\return Returns the pointer to the added sound source or 0 if not successful because for
example a sound already existed with that name. If not successful, the reason will be printed
into the log.*/
virtual ISoundSource* addSoundSourceAlias(ISoundSource* baseSource, const ik_c8* soundName) = 0;
@@ -291,7 +291,7 @@ namespace irrklang
/** This updates the 3d positions of the sounds as well as their volumes, effects,
streams and other stuff. Call this several times per frame (the more the better) if you
specified irrKlang to run single threaded. Otherwise it is not necessary to use this method.
This method is being called by the scene manager automaticly if you are using one, so
This method is being called by the scene manager automatically if you are using one, so
you might want to ignore this. */
virtual void update() = 0;
@@ -311,7 +311,7 @@ namespace irrklang
virtual void registerAudioStreamLoader(IAudioStreamLoader* loader) = 0;
//! Returns if irrKlang is running in the same thread as the application or is using multithreading.
/** This basicly returns the flag set by the user when creating the sound engine.*/
/** This basically returns the flag set by the user when creating the sound engine.*/
virtual bool isMultiThreaded() const = 0;
//! Adds a file factory to the sound engine, making it possible to override file access of the sound engine.
@@ -390,7 +390,7 @@ namespace irrklang
if the parameter ESEO_LOAD_PLUGINS is set (which it is by default), but
using this method, it is possible to load plugins from a custom path in addition.
\param path Path to the plugin directory, like "C:\games\somegamegame\irrklangplugins".
\return returns true if sucessful or fals if not, for example because the path could
\return returns true if successful or false if not, for example because the path could
not be found. */
virtual bool loadPlugins(const ik_c8* path) = 0;
@@ -402,7 +402,7 @@ namespace irrklang
//! Sets the OutputMixedDataReceiver, so you can receive the pure mixed output audio data while it is being played.
/** This can be used to store the sound output as .wav file or for creating a Oscillograph or similar.
This works only with software based audio drivers, that is ESOD_WIN_MM, ESOD_ALSA, and ESOD_CORE_AUDIO.
Returns true if sucessful and fals if the current audio driver doesn't support this feature. Set this to null
Returns true if successful and false if the current audio driver doesn't support this feature. Set this to null
again once you don't need it anymore. */
virtual bool setMixedDataOutputReceiver(ISoundMixedOutputReceiver* receiver) = 0;
};
@@ -425,7 +425,7 @@ namespace irrklang
void* pALSA_SND_PCM;
//! AudioDeviceID handle, this is not null when using the ESOD_CORE_AUDIO audio driver
ik_u32 pCoreAudioDeciceID;
ik_u32 pCoreAudioDeviceID;
};

View File

@@ -13,7 +13,7 @@ namespace irrklang
{
//! Interface to be implemented by the user, which recieves the mixed output when it it played by the sound engine.
//! Interface to be implemented by the user, which receives the mixed output when it it played by the sound engine.
/** This can be used to store the sound output as .wav file or for creating a Oscillograph or similar.
Simply implement your own class derived from ISoundMixedOutputReceiver and use ISoundEngine::setMixedDataOutputReceiver
to let the audio driver know about it. */

View File

@@ -15,7 +15,7 @@ namespace irrklang
{
//! A sound source describes an input file (.ogg, .mp3, .wav or similar) and its default settings.
/** It provides some informations about the sound source like the play lenght and
/** It provides some informations about the sound source like the play length and
can have default settings for volume, distances for 3d etc. There is some example code on how
to use Sound sources at @ref soundSources.*/
class ISoundSource : public IVirtualRefCounted
@@ -27,7 +27,7 @@ namespace irrklang
//! Sets the stream mode which should be used for a sound played from this source.
/** Note that if this is set to ESM_NO_STREAMING, the engine still might decide
to stream the sound if it is too big. The threashold for this can be
to stream the sound if it is too big. The threshold for this can be
adjusted using ISoundSource::setForcedStreamingThreshold(). */
virtual void setStreamMode(E_STREAM_MODE mode) = 0;
@@ -38,9 +38,9 @@ namespace irrklang
//! Returns the play length of the sound in milliseconds.
/** Returns -1 if not known for this sound for example because its decoder
does not support lenght reporting or it is a file stream of unknown size.
does not support length reporting or it is a file stream of unknown size.
Note: If the sound never has been played before, the sound engine will have to open
the file and try to get the play lenght from there, so this call could take a bit depending
the file and try to get the play length from there, so this call could take a bit depending
on the type of file. */
virtual ik_u32 getPlayLength() = 0;
@@ -48,7 +48,7 @@ namespace irrklang
/** \return Returns the structure filled with 0 or negative values if not known for this sound for example because
because the file could not be opened or similar.
Note: If the sound never has been played before, the sound engine will have to open
the file and try to get the play lenght from there, so this call could take a bit depending
the file and try to get the play length from there, so this call could take a bit depending
on the type of file. */
virtual SAudioStreamFormat getAudioFormat() = 0;
@@ -111,7 +111,7 @@ namespace irrklang
the default max distance of the sound engine to take effect. */
virtual void setDefaultMaxDistance(ik_f32 maxDistance) = 0;
//! returns the default maxmial distance for 3D sounds played from this source.
//! returns the default maximal distance for 3D sounds played from this source.
/** This value influences how loud a sound is heard based on its distance.
Changing this value is usually not necessary. Use setDefaultMinDistance() instead.
Don't change this value if you don't know what you are doing: This value causes the sound

View File

@@ -32,7 +32,7 @@ enum E_STOP_EVENT_CAUSE
};
//! Interface to be implemented by the user, which recieves sound stop events.
//! Interface to be implemented by the user, which receives sound stop events.
/** The interface has only one method to be implemented by the user: OnSoundStopped().
Implement this interface and set it via ISound::setSoundStopEventReceiver().
The sound stop event is guaranteed to be called when a sound or sound stream is finished,
@@ -55,7 +55,7 @@ public:
the user thread is calling ISoundEngine::update().
\param sound: Sound which has been stopped.
\param reason: The reason why the sound stop event was fired. Usually, this will be ESEC_SOUND_FINISHED_PLAYING.
When the sound was aborded by calling ISound::stop() or ISoundEngine::stopAllSounds();, this would be
When the sound was aborted by calling ISound::stop() or ISoundEngine::stopAllSounds();, this would be
ESEC_SOUND_STOPPED_BY_USER. If irrKlang was deleted or the sound source was removed, the value is
ESEC_SOUND_STOPPED_BY_SOURCE_REMOVAL.
\param userData: userData pointer set by the user when registering the interface

View File

@@ -29,7 +29,7 @@ namespace irrklang
ik_s32 ChannelCount;
//! amount of frames in the sample data or stream.
/** If the stream has an unknown lenght, this is -1 */
/** If the stream has an unknown length, this is -1 */
ik_s32 FrameCount;
//! samples per second
@@ -51,7 +51,7 @@ namespace irrklang
}
//! returns the size of the sample data in bytes
/* Returns an invalid negative value when the stream has an unknown lenght */
/* Returns an invalid negative value when the stream has an unknown length */
inline ik_s32 getSampleDataSize() const
{
return getFrameSize() * FrameCount;

View File

@@ -83,7 +83,7 @@ namespace irrklang
return X*other.X + Y*other.Y + Z*other.Z;
}
//! Returns distance from an other point.
//! Returns distance from another point.
/** Here, the vector is interpreted as point in 3 dimensional space. */
ik_f64 getDistanceFrom(const vec3d<T>& other) const
{
@@ -91,7 +91,7 @@ namespace irrklang
return sqrt(vx*vx + vy*vy + vz*vz);
}
//! Returns squared distance from an other point.
//! Returns squared distance from another point.
/** Here, the vector is interpreted as point in 3 dimensional space. */
ik_f32 getDistanceFromSQ(const vec3d<T>& other) const
{
@@ -128,7 +128,7 @@ namespace irrklang
return *this;
}
//! Sets the lenght of the vector to a new value
//! Sets the length of the vector to a new value
void setLength(T newlength)
{
normalize();

View File

@@ -118,7 +118,7 @@
* <ul>
* <li>ALSA</li>
* </ul>
* <li>MacOSX (x86 and PPC)</li>
* <li>Mac OS X (x86 and PPC)</li>
* <ul>
* <li>CoreAudio</li>
* </ul>
@@ -156,7 +156,7 @@
* <li>irrKlang is crashing in your application? This should not happen, irrKlang is pretty stable,
* and in most cases, this is a problem in your code: In a lot of cases the reason is simply
* a wrong call to irrklang::IRefCounted::drop(). Be sure you are doing it correctly. (If you are unsure,
* tempoarily remove all calls to irrklang::IRefCounted::drop() and see if this helps.)</li>
* temporarily remove all calls to irrklang::IRefCounted::drop() and see if this helps.)</li>
* </ul>
*
* <br/>
@@ -339,7 +339,7 @@
* \endcode
*
* There is also the possibility to change the maxDistance, but it is only necessary to change this
* in very rare cicumstances.
* in very rare circumstances.
* If the sound moves, it is also a good idea to update its position from time to time:
*
* \code
@@ -497,7 +497,7 @@
* Gargle, 3DL2Reverb, ParamEq and WavesReverb, when using the sound driver
* irrklang::ESOD_DIRECT_SOUND_8, which selected by default when using Windows.<br/>
*
* Using the irrklang::ISound interface, you can optain the irrklang::ISoundEffectControl
* Using the irrklang::ISound interface, you can obtain the irrklang::ISoundEffectControl
* interface if the sound device supports sound effects and the last parameter ('enableSoundEffects')
* was set to true when calling play2D():
*
@@ -532,7 +532,7 @@
* It is possible to let irrKlang use your own file access functions.
* This is useful if you want to read sounds from other sources than
* just files, for example from custom internet streams or
* an own encypted archive format. There is an example in the SDK in
* an own encrypted archive format. There is an example in the SDK in
* examples/04.OverrideFileAccess which shows this as well.<br/>
*
* The only thing to do for this is to implement your own irrklang::IFileFactory,
@@ -725,7 +725,7 @@
*
* if (!engine || !recorder)
* {
* printf("Could not create audio engine or audio recoder\n");
* printf("Could not create audio engine or audio recorder\n");
* return 1;
* }
*
@@ -813,7 +813,7 @@
* engine->play2D(strBuffer);
* \endcode
*
* Of course, you can use any other unicode converion function for this. makeUTF8fromUTF16string() is only provided
* Of course, you can use any other unicode conversion function for this. makeUTF8fromUTF16string() is only provided
* for convenience.
* <br/>
* <br/>

View File

@@ -32,7 +32,7 @@ public:
m_TicksPerSecond = animation->mTicksPerSecond;
aiMatrix4x4 globalTransformation = scene->mRootNode->mTransformation;
globalTransformation = globalTransformation.Inverse();
ReadHeirarchyData(m_RootNode, scene->mRootNode);
ReadHierarchyData(m_RootNode, scene->mRootNode);
ReadMissingBones(animation, *model);
}
@@ -87,7 +87,7 @@ private:
m_BoneInfoMap = boneInfoMap;
}
void ReadHeirarchyData(AssimpNodeData& dest, const aiNode* src)
void ReadHierarchyData(AssimpNodeData& dest, const aiNode* src)
{
assert(src);
@@ -98,7 +98,7 @@ private:
for (int i = 0; i < src->mNumChildren; i++)
{
AssimpNodeData newData;
ReadHeirarchyData(newData, src->mChildren[i]);
ReadHierarchyData(newData, src->mChildren[i]);
dest.children.push_back(newData);
}
}

View File

@@ -14,7 +14,7 @@ protected:
glm::vec3 m_eulerRot = { 0.0f, 0.0f, 0.0f }; //In degrees
glm::vec3 m_scale = { 1.0f, 1.0f, 1.0f };
//Global space informaiton concatenate in matrix
//Global space information concatenate in matrix
glm::mat4 m_modelMatrix = glm::mat4(1.0f);
//Dirty flag
@@ -28,10 +28,10 @@ protected:
const glm::mat4 transformZ = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.z), glm::vec3(0.0f, 0.0f, 1.0f));
// Y * X * Z
const glm::mat4 roationMatrix = transformY * transformX * transformZ;
const glm::mat4 rotationMatrix = transformY * transformX * transformZ;
// translation * rotation * scale (also know as TRS matrix)
return glm::translate(glm::mat4(1.0f), m_pos) * roationMatrix * glm::scale(glm::mat4(1.0f), m_scale);
return glm::translate(glm::mat4(1.0f), m_pos) * rotationMatrix * glm::scale(glm::mat4(1.0f), m_scale);
}
public:
@@ -197,7 +197,7 @@ struct Sphere : public BoundingVolume
//Max scale is assuming for the diameter. So, we need the half to apply it to our radius
Sphere globalSphere(globalCenter, radius * (maxScale * 0.5f));
//Check Firstly the result that have the most chance to faillure to avoid to call all functions.
//Check Firstly the result that have the most chance to failure to avoid to call all functions.
return (globalSphere.isOnOrForwardPlane(camFrustum.leftFace) &&
globalSphere.isOnOrForwardPlane(camFrustum.rightFace) &&
globalSphere.isOnOrForwardPlane(camFrustum.farFace) &&

View File

@@ -195,7 +195,7 @@ private:
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
}
}
return textures;

View File

@@ -270,7 +270,7 @@ private:
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
}
}
return textures;

View File

@@ -55,7 +55,7 @@ public:
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
@@ -89,7 +89,7 @@ public:
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if(geometryPath != nullptr)

View File

@@ -37,7 +37,7 @@ public:
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* cShaderCode = computeCode.c_str();
// 2. compile shaders
@@ -53,7 +53,7 @@ public:
glAttachShader(ID, compute);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(compute);
}
// activate the shader

View File

@@ -43,7 +43,7 @@ public:
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
@@ -65,7 +65,7 @@ public:
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);

View File

@@ -42,7 +42,7 @@ public:
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();

View File

@@ -76,7 +76,7 @@ public:
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
@@ -133,7 +133,7 @@ public:
glAttachShader(ID, tessEval);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if(geometryPath != nullptr)

View File

@@ -67,7 +67,7 @@ See final bullet items below for more info on SIMD.
- Added STBI_MALLOC, STBI_REALLOC, and STBI_FREE macros for replacing
the memory allocator. Unlike other STBI libraries, these macros don't
support a context parameter, so if you need to pass a context in to
support a context parameter, so if you need to pass a context into
the allocator, you'll have to store it in a global or a thread-local
variable.

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -57,7 +57,7 @@ void main()
float distance = length(light.position - FragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// ambient *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branche
// ambient *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branch
diffuse *= attenuation;
specular *= attenuation;

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View File

@@ -21,7 +21,7 @@ const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
// Don't worry if you don't get what's going on; you generally want to do normal
// mapping the usual way for performance anways; I do plan make a note of this
// mapping the usual way for performance anyways; I do plan make a note of this
// technique somewhere later in the normal mapping tutorial.
vec3 getNormalFromMap()
{

View File

@@ -65,7 +65,7 @@ void main()
{
vec3 N = normalize(WorldPos);
// make the simplyfying assumption that V equals R equals the normal
// make the simplifying assumption that V equals R equals the normal
vec3 R = N;
vec3 V = R;

View File

@@ -26,7 +26,7 @@ const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
// Don't worry if you don't get what's going on; you generally want to do normal
// mapping the usual way for performance anways; I do plan make a note of this
// mapping the usual way for performance anyways; I do plan make a note of this
// technique somewhere later in the normal mapping tutorial.
vec3 getNormalFromMap()
{

View File

@@ -65,7 +65,7 @@ void main()
{
vec3 N = normalize(WorldPos);
// make the simplyfying assumption that V equals R equals the normal
// make the simplifying assumption that V equals R equals the normal
vec3 R = N;
vec3 V = R;

View File

@@ -519,7 +519,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -227,7 +227,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -239,7 +239,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -264,7 +264,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -434,7 +434,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -446,7 +446,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -16,7 +16,7 @@
#include <glm/gtc/type_ptr.hpp>
// General purpsoe shader object. Compiles from file, generates
// General purpose shader object. Compiles from file, generates
// compile/link-time error messages and hosts several utility
// functions for easy management.
class Shader

View File

@@ -16,7 +16,7 @@
class Texture2D
{
public:
// holds the ID of the texture object, used for all texture operations to reference to this particlar texture
// holds the ID of the texture object, used for all texture operations to reference to this particular texture
unsigned int ID;
// texture image dimensions
unsigned int Width, Height; // width and height of loaded image in pixels

View File

@@ -12,7 +12,7 @@ layout (binding = 1) uniform sampler2D reveal;
// epsilon number
const float EPSILON = 0.00001f;
// caluclate floating point numbers equality accurately
// calculate floating point numbers equality accurately
bool isApproximatelyEqual(float a, float b)
{
return abs(a - b) <= (abs(a) < abs(b) ? abs(b) : abs(a)) * EPSILON;

View File

@@ -112,7 +112,7 @@ int main()
lastEntity->addChild(model);
lastEntity = lastEntity->children.back().get();
//Set tranform values
//Set transform values
lastEntity->transform.setLocalPosition({ 10, 0, 0 });
lastEntity->transform.setLocalScale({ scale, scale, scale });
}

View File

@@ -117,7 +117,7 @@ int main()
ourEntity.addChild(model);
lastEntity = ourEntity.children.back().get();
//Set tranform values
//Set transform values
lastEntity->transform.setLocalPosition({ x * 10.f - 100.f, 0.f, z * 10.f - 100.f });
}
}

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