Fix spelling mistake

This commit is contained in:
IOhannes m zmölnig 2021-10-05 10:59:43 +02:00
parent babf3b8e3d
commit 3b8126d26a
56 changed files with 81 additions and 81 deletions

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@ -259,7 +259,7 @@ namespace Discreet3DS {
// Specifies the file name of a texture
CHUNK_MAPFILE = 0xA300,
// Specifies whether a materail requires two-sided rendering
// Specifies whether a material requires two-sided rendering
CHUNK_MAT_TWO_SIDE = 0xA081,
// ********************************************************************

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@ -690,7 +690,7 @@ void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellatio
if (ne->Type == AMFNodeElementBase::ENET_Metadata) continue;
if (ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
// create alias for conveniance
// create alias for convenience
AMFInstance &als = *((AMFInstance *)ne);
// find referenced object
if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);

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@ -681,7 +681,7 @@ void ASEImporter::BuildNodes(std::vector<BaseNode *> &nodes) {
}
}
// Are there ane orphaned nodes?
// Are there any orphaned nodes?
if (!aiList.empty()) {
std::vector<aiNode *> apcNodes;
apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);

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@ -406,7 +406,7 @@ void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
f.mIndices = new unsigned int[f.mNumIndices];
for (unsigned int a = 0; a < f.mNumIndices; ++a) {
// Check if unsigned short ( 16 bit ) are big enought for the indices
// Check if unsigned short ( 16 bit ) are big enough for the indices
if (fitsIntoUI16(mesh->mNumVertices)) {
f.mIndices[a] = Read<uint16_t>(stream);
} else {

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@ -168,7 +168,7 @@ static void WriteNode(const aiNode *node, IOStream *io, unsigned int depth) {
}
// -----------------------------------------------------------------------------------
// Some chuncks of text will need to be encoded for XML
// Some chunks of text will need to be encoded for XML
// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
static std::string encodeXML(const std::string &data) {
std::string buffer;

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@ -178,7 +178,7 @@ void BVHLoader::ReadHierarchy(aiScene *pScene) {
}
// ------------------------------------------------------------------------------------------------
// Reads a node and recursively its childs and returns the created node;
// Reads a node and recursively its children and returns the created node;
aiNode *BVHLoader::ReadNode() {
// first token is name
std::string nodeName = GetNextToken();

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@ -112,7 +112,7 @@ protected:
/** Reads the hierarchy */
void ReadHierarchy(aiScene *pScene);
/** Reads a node and recursively its childs and returns the created node. */
/** Reads a node and recursively its children and returns the created node. */
aiNode *ReadNode();
/** Reads an end node and returns the created node. */

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@ -476,7 +476,7 @@ public:
* in BlenderScene.cpp and is machine-generated.
* Converters are used to quickly handle objects whose
* exact data type is a runtime-property and not yet
* known at compile time (consier Object::data).*/
* known at compile time (consider Object::data).*/
void RegisterConverters();
// --------------------------------------------------------

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@ -586,7 +586,7 @@ void COBImporter::ReadUnit_Ascii(Scene &out, LineSplitter &splitter, const Chunk
return;
}
// parent chunks preceede their childs, so we should have the
// parent chunks preceede their children, so we should have the
// corresponding chunk already.
for (std::shared_ptr<Node> &nd : out.nodes) {
if (nd->id == nfo.parent_id) {
@ -668,7 +668,7 @@ void COBImporter::ReadCame_Ascii(Scene &out, LineSplitter &splitter, const Chunk
ReadBasicNodeInfo_Ascii(msh, ++splitter, nfo);
// skip the next line, we don't know this differenciation between a
// skip the next line, we don't know this differentiation between a
// standard camera and a panoramic camera.
++splitter;
}
@ -1169,7 +1169,7 @@ void COBImporter::ReadUnit_Binary(COB::Scene &out, StreamReaderLE &reader, const
const chunk_guard cn(nfo, reader);
// parent chunks preceede their childs, so we should have the
// parent chunks preceede their children, so we should have the
// corresponding chunk already.
for (std::shared_ptr<Node> &nd : out.nodes) {
if (nd->id == nfo.parent_id) {

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@ -1595,7 +1595,7 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
}
ASSIMP_LOG_DEBUG("bone research: Indicies size: ", out_indices.size());
ASSIMP_LOG_DEBUG("bone research: Indices size: ", out_indices.size());
// lookup must be populated in case something goes wrong
// this also allocates bones to mesh instance outside

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@ -693,7 +693,7 @@ private:
typedef std::vector<int64_t> KeyTimeList;
typedef std::vector<float> KeyValueList;
/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
class AnimationCurve : public Object {
public:
AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);

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@ -1709,7 +1709,7 @@ void FBXExporter::WriteObjects ()
//p.AddP70string("UVSet", ""); // TODO: how should this work?
p.AddP70bool("UseMaterial", 1);
tnode.AddChild(p);
// can't easily detrmine which texture path will be correct,
// can't easily determine which texture path will be correct,
// so just store what we have in every field.
// these being incorrect is a common problem with FBX anyway.
tnode.AddChild("FileName", texture_path);
@ -1915,7 +1915,7 @@ void FBXExporter::WriteObjects ()
// mark all parent nodes as skeleton as well,
// up until we find the root node,
// or else the node containing the mesh,
// or else the parent of a node containig the mesh.
// or else the parent of a node containing the mesh.
for (
const aiNode* parent = n->mParent;
parent && parent != mScene->mRootNode;

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@ -132,7 +132,7 @@ void IRRImporter::SetupProperties(const Importer *pImp) {
}
// ------------------------------------------------------------------------------------------------
// Build a mesh tha consists of a single squad (a side of a skybox)
// Build a mesh that consists of a single squad (a side of a skybox)
aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1,
const SkyboxVertex &v2,
const SkyboxVertex &v3,

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@ -76,7 +76,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Currently supports static meshes, vertex colors, materials, textures
*
* For animation, it would require the following conversions:
* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion)
* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and orientation quaternion)
* - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
* triplets, instead of per bone timestamp + lists)

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@ -296,7 +296,7 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d) {
}
// texture map properties
if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
// extra check, should never happen, do we have the refered texture?
// extra check, should never happen, do we have the referred texture?
m->prop[j].value.textureid < m3d->numtexture &&
m3d->texture[m->prop[j].value.textureid].name) {
name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
@ -474,7 +474,7 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
// create mesh indeces in root node
// create mesh indices in root node
mScene->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes->size());
mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
for (i = 0; i < meshes->size(); i++) {
@ -688,7 +688,7 @@ void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m) {
// ------------------------------------------------------------------------------------------------
// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
// temporary lists to collect data for an aiMesh, which requires local arrays and local indeces
// temporary lists to collect data for an aiMesh, which requires local arrays and local indices
// this function fills up an aiMesh with those temporary lists
void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,

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@ -59,7 +59,7 @@ extern "C" {
#ifndef M3D_DOUBLE
typedef float M3D_FLOAT;
#ifndef M3D_EPSILON
/* carefully choosen for IEEE 754 don't change */
/* carefully chosen for IEEE 754 don't change */
#define M3D_EPSILON ((M3D_FLOAT)1e-7)
#endif
#else
@ -121,7 +121,7 @@ typedef uint16_t M3D_INDEX;
* TMAP texture map chunk (optional)
* VRTS vertex data chunk (optional if it's a material library)
* BONE bind-pose skeleton, bone hierarchy chunk (optional)
* n x m3db_t contains propably more, but at least one bone
* n x m3db_t contains probably more, but at least one bone
* n x m3ds_t skin group records
* MTRL* material chunk(s), can be more (optional)
* n x m3dp_t each material contains propapbly more, but at least one property
@ -1109,7 +1109,7 @@ void _m3d_inv(M3D_FLOAT *m) {
r[15] = det * (m[0] * (m[5] * m[10] - m[6] * m[9]) + m[1] * (m[6] * m[8] - m[4] * m[10]) + m[2] * (m[4] * m[9] - m[5] * m[8]));
memcpy(m, &r, sizeof(r));
}
/* compose a coloumn major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */
/* compose a column major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */
void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q) {
if (q->x == (M3D_FLOAT)0.0 && q->y == (M3D_FLOAT)0.0 && q->z >= (M3D_FLOAT)0.7071065 && q->z <= (M3D_FLOAT)0.7071075 &&
q->w == (M3D_FLOAT)0.0) {
@ -4033,7 +4033,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
out[len] = 0;
} else
{
/* stricly only use LF (newline) in binary */
/* strictly only use LF (newline) in binary */
sd = _m3d_safestr(model->desc, 3);
if (!sd) goto memerr;
/* header */
@ -4608,7 +4608,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
h = (m3dhdr_t *)z;
}
}
/* add file header at the begining */
/* add file header at the beginning */
len += 8;
out = (unsigned char *)M3D_MALLOC(len);
if (!out) goto memerr;

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@ -271,7 +271,7 @@ inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut)
// -------------------------------------------------------------------------------
/** @brief Pack a Q3 normal into 16bit latitute/longitude representation
/** @brief Pack a Q3 normal into 16bit latitude/longitude representation
* @param p_vIn Input vector
* @param p_iOut Output normal
*

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@ -59,7 +59,7 @@ using namespace Assimp;
using namespace Assimp::MD5;
// ------------------------------------------------------------------------------------------------
// Parse the segment structure fo a MD5 file
// Parse the segment structure for an MD5 file
MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) {
ai_assert(nullptr != _buffer);
ai_assert(0 != _fileSize);

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@ -387,7 +387,7 @@ void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char *szData,
// this should not occur - at least the docs say it shouldn't.
// however, one can easily try out what MED does if you have
// a model with a DDS texture and export it to MDL5 ...
// yeah, it embedds the DDS file.
// yeah, it embeds the DDS file.
if (6 == iType) {
// this is a compressed texture in DDS format
*piSkip = pcNew->mWidth;
@ -524,7 +524,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
}
// sometimes there are MDL7 files which have a monochrome
// texture instead of material colors ... posssible they have
// texture instead of material colors ... possible they have
// been converted to MDL7 from other formats, such as MDL5
aiColor4D clrTexture;
if (pcNew)

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@ -195,7 +195,7 @@ namespace pmd
public:
uint16_t ik_bone_index;
uint16_t target_bone_index;
uint16_t interations;
uint16_t iterations;
float angle_limit;
std::vector<uint16_t> ik_child_bone_index;
@ -205,7 +205,7 @@ namespace pmd
stream->read((char *) &target_bone_index, sizeof(uint16_t));
uint8_t ik_chain_length;
stream->read((char*) &ik_chain_length, sizeof(uint8_t));
stream->read((char *) &interations, sizeof(uint16_t));
stream->read((char *) &iterations, sizeof(uint16_t));
stream->read((char *) &angle_limit, sizeof(float));
ik_child_bone_index.resize(ik_chain_length);
for (int i = 0; i < ik_chain_length; i++)

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@ -358,7 +358,7 @@ namespace vmd
light_frames[i].Write(stream);
}
// self shadow datas
// self shadow data
const int self_shadow_num = 0;
stream->write(reinterpret_cast<const char*>(&self_shadow_num), sizeof(int));

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@ -233,7 +233,7 @@ void OFFImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
sz = fast_atoreal_move<ai_real>(sz, *vec[dim]);
}
// if has homogenous coordinate, divide others by this one
// if has homogeneous coordinate, divide others by this one
if (hasHomogenous) {
SkipSpaces(&sz);
ai_real w = 1.;

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@ -233,7 +233,7 @@ struct Mesh {
// ------------------------------------------------------------------------------------------------
//! \struct Model
//! \brief Data structure to store all obj-specific model datas
//! \brief Data structure to store all obj-specific model data
// ------------------------------------------------------------------------------------------------
struct Model {
using GroupMap = std::map<std::string, std::vector<unsigned int> *>;

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@ -555,7 +555,7 @@ public:
should be 0 after this reset. */
void Reset();
/// Covert to Assimp mesh.
/// Convert to Assimp mesh.
aiMesh *ConvertToAssimpMesh(Mesh *parent);
/// Vertex data.

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@ -351,8 +351,8 @@ void OpenGEXImporter::handleNodes(DDLNode *node, aiScene *pScene) {
return;
}
DDLNode::DllNodeList childs = node->getChildNodeList();
for (DDLNode::DllNodeList::iterator it = childs.begin(); it != childs.end(); ++it) {
DDLNode::DllNodeList children = node->getChildNodeList();
for (DDLNode::DllNodeList::iterator it = children.begin(); it != children.end(); ++it) {
Grammar::TokenType tokenType(Grammar::matchTokenType((*it)->getType().c_str()));
switch (tokenType) {
case Grammar::MetricToken:

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@ -95,7 +95,7 @@ struct sQ3BSPVertex {
vec3f vPosition; ///< Position of vertex
vec2f vTexCoord; ///< (u,v) Texturecoordinate of detailtexture
vec2f vLightmap; ///< (u,v) Texturecoordinate of lightmap
vec3f vNormal; ///< vertex normale
vec3f vNormal; ///< vertex normal
unsigned char bColor[ 4 ]; ///< Color in RGBA
};

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@ -868,7 +868,7 @@ void SMDImporter::ParseNodeInfo(const char* szCurrent, const char** szCurrentOut
bool bQuota = true;
if ('\"' != *szCurrent) {
LogWarning("Bone name is expcted to be enclosed in "
LogWarning("Bone name is expected to be enclosed in "
"double quotation marks. ");
bQuota = false;
} else {

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@ -219,7 +219,7 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
// convert meshes from the source node
CreateMeshes( pScene, node, pNode->mMeshes);
// handle childs
// handle children
if( !pNode->mChildren.empty() ) {
node->mNumChildren = (unsigned int)pNode->mChildren.size();
node->mChildren = new aiNode* [node->mNumChildren];

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@ -279,7 +279,7 @@ void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) {
const char *NodeName_Shape = "Shape";
list<SAttribute> attr_list;
aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for conveniance.
aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for convenience.
// Check if mesh already defined early.
if (mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) {
@ -375,7 +375,7 @@ void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLe
const char *NodeName_A = "Appearance";
list<SAttribute> attr_list;
aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for conveniance.
aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for convenience.
// Check if material already defined early.
if (mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) {
@ -586,7 +586,7 @@ bool X3DExporter::CheckAndExport_Light(const aiNode &pNode, const size_t pTabLev
if (!found) return false;
// Light source is found.
const aiLight &light = *mScene->mLights[idx_light]; // Alias for conveniance.
const aiLight &light = *mScene->mLights[idx_light]; // Alias for convenience.
aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse();

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@ -207,7 +207,7 @@ void BaseImporter::GetExtensionList(std::set<std::string> &extensions) {
if (!r) {
continue;
}
// We need to make sure that we didn't accidentially identify the end of another token as our token,
// We need to make sure that we didn't accidentally identify the end of another token as our token,
// e.g. in a previous version the "gltf " present in some gltf files was detected as "f "
if (noAlphaBeforeTokens && (r != buffer && isalpha(static_cast<unsigned char>(r[-1])))) {
continue;

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@ -52,7 +52,7 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
SGSpatialSort::SGSpatialSort()
{
// define the reference plane. We choose some arbitrary vector away from all basic axises
// define the reference plane. We choose some arbitrary vector away from all basic axes
// in the hope that no model spreads all its vertices along this plane.
mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
mPlaneNormal.Normalize();
@ -121,7 +121,7 @@ void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
index++;
// Mow start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the given radius to the result aray
// Add all positions inside the distance range within the given radius to the result array
float squareEpsilon = pRadius * pRadius;
std::vector<Entry>::const_iterator it = mPositions.begin() + index;

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@ -55,7 +55,7 @@ const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
// ------------------------------------------------------------------------------------------------
// Constructs a spatially sorted representation from the given position array.
// define the reference plane. We choose some arbitrary vector away from all basic axises
// define the reference plane. We choose some arbitrary vector away from all basic axes
// in the hope that no model spreads all its vertices along this plane.
SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
mPlaneNormal(PlaneInit) {
@ -148,7 +148,7 @@ void SpatialSort::FindPositions(const aiVector3D &pPosition,
index++;
// Mow start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the given radius to the result aray
// Add all positions inside the distance range within the given radius to the result array
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
const ai_real pSquared = pRadius * pRadius;
while (it->mDistance < maxDist) {

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@ -67,7 +67,7 @@ bool RemoveVCProcess::IsActive(unsigned int pFlags) const {
}
// ------------------------------------------------------------------------------------------------
// Small helper function to delete all elements in a T** aray using delete
// Small helper function to delete all elements in a T** array using delete
template <typename T>
inline void ArrayDelete(T **&in, unsigned int &num) {
for (unsigned int i = 0; i < num; ++i)

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@ -118,7 +118,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
{
aiMesh *mesh = pScene->mMeshes[meshID];
// Reconstruct mesh vertexes to the new unit system
// Reconstruct mesh vertices to the new unit system
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = mesh->mVertices[vertexID];

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@ -129,7 +129,7 @@ void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
pcNode->mMeshes[b] = aiEntries[b];
}
// recusively update all other nodes
// recursively update all other nodes
for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
UpdateNode ( pcNode->mChildren[i], avList );
}

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@ -178,7 +178,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
}
else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
// Clamp - translations beyond 1,1 are senseless
::ai_snprintf(szTemp,512,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);
::ai_snprintf(szTemp,512,"[c] UV V offset %f can be clamped to 1.0f",info.mTranslation.y);
out = 1.f;
}
@ -539,7 +539,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
m5.a3 += trl.x; m5.b3 += trl.y;
matrix = m2 * m4 * matrix * m3 * m5;
for (src = dest; src != end; ++src) { /* manual homogenious divide */
for (src = dest; src != end; ++src) { /* manual homogeneous divide */
src->z = 1.f;
*src = matrix * *src;
src->x /= src->z;

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@ -85,7 +85,7 @@ as long as you retain the license information and take own responsibility for wh
the LICENSE file.
You can find test models for almost all formats in the <assimp_root>/test/models directory. Beware, they're *free*,
but not all of them are *open-source*. If there's an accompagning '<file>\source.txt' file don't forget to read it.
but not all of them are *open-source*. If there's an accompanying '<file>\source.txt' file don't forget to read it.
@section main_install Installation
@ -687,7 +687,7 @@ There are two cases:
format such as DDS or PNG. The term "compressed" does not mean that the texture data must
actually be compressed, however the texture was found in the model file as if it was stored in a
separate file on the harddisk. Appropriate decoders (such as libjpeg, libpng, D3DX, DevIL) are
required to load theses textures. aiTexture::mWidth specifies the size of the texture data in
required to load these textures. aiTexture::mWidth specifies the size of the texture data in
bytes, aiTexture::pcData is a pointer to the raw image data and aiTexture::achFormatHint is
either zeroed or contains the most common file extension of the embedded texture's format. This
value is only set if assimp is able to determine the file format.
@ -1181,7 +1181,7 @@ You can get assigned shader sources by using the following material keys:
<li>AI_MATKEY_SHADER_VERTEX</li> Assigned vertex shader code stored as a string.
<li>AI_MATKEY_SHADER_FRAGMENT</li> Assigned fragment shader code stored as a string.
<li>AI_MATKEY_SHADER_GEO</li> Assigned geometry shader code stored as a string.
<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tesselation shader code stored as a string.
<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tessellation shader code stored as a string.
<li>AI_MATKEY_SHADER_PRIMITIVE</li> Assigned primitive shader code stored as a string.
<li>AI_MATKEY_SHADER_COMPUTE</li> Assigned compute shader code stored as a string.
@ -1359,7 +1359,7 @@ When filing bugs on the Blender loader, always give the Blender version (or, eve
This section contains implementation notes on the IFC-STEP importer.
@subsection ifc_overview Overview
The library provides a partial implementation of the IFC2x3 industry standard for automatized exchange of CAE/architectural
The library provides a partial implementation of the IFC2x3 industry standard for automated exchange of CAE/architectural
data sets. See http://en.wikipedia.org/wiki/Industry_Foundation_Classes for more information on the format. We aim
at getting as much 3D data out of the files as possible.
@ -1503,7 +1503,7 @@ like Windows and Linux ( 32 bit and 64 bit ).
</li>
<li>
Provide some _free_ test models in <tt>&lt;root&gt;/test/models/&lt;FormatName&gt;/</tt> and credit their authors.
Test files for a file format shouldn't be too large (<i>~500 KiB in total</i>), and not too repetive. Try to cover all format features with test data.
Test files for a file format shouldn't be too large (<i>~500 KiB in total</i>), and not too repetitive. Try to cover all format features with test data.
</li>
<li>
Done! Please, share your loader that everyone can profit from it!

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@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Helper class tp perform various byte oder swappings
/** @file Helper class tp perform various byte order swappings
(e.g. little to big endian) */
#pragma once
#ifndef AI_BYTESWAPPER_H_INC

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@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
/// @brief Logger class, which will exten the class by log-functions.
/// @brief Logger class, which will extend the class by log-functions.
/// @tparam TDeriving
template<class TDeriving>
class LogFunctions {

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@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file MemoryIOWrapper.h
* Handy IOStream/IOSystem implemetation to read directly from a memory buffer */
* Handy IOStream/IOSystem implementation to read directly from a memory buffer */
#pragma once
#ifndef AI_MEMORYIOSTREAM_H_INC
#define AI_MEMORYIOSTREAM_H_INC

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@ -207,7 +207,7 @@ public:
// ---------------------------------------------------------------------
/** Set current file pointer (Get it from #GetPtr). This is if you
* prefer to do pointer arithmetics on your own or want to copy
* prefer to do pointer arithmetic on your own or want to copy
* large chunks of data at once.
* @param p The new pointer, which is validated against the size
* limit and buffer boundaries. */

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@ -93,7 +93,7 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
/** Intermediate description a vertex with all possible components. Defines a full set of
* operators, so you may use such a 'Vertex' in basic arithmetics. All operators are applied
* operators, so you may use such a 'Vertex' in basic arithmetic. All operators are applied
* to *all* vertex components equally. This is useful for stuff like interpolation
* or subdivision, but won't work if special handling is required for some vertex components. */
// ------------------------------------------------------------------------------------------------
@ -222,7 +222,7 @@ private:
}
// ----------------------------------------------------------------------------
/** This time binary arithmetics of v0 with a floating-point number */
/** This time binary arithmetic of v0 with a floating-point number */
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
// this is a heavy task for the compiler to optimize ... *pray*
@ -242,7 +242,7 @@ private:
}
// ----------------------------------------------------------------------------
/** This time binary arithmetics of v0 with a floating-point number */
/** This time binary arithmetic of v0 with a floating-point number */
template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
// this is a heavy task for the compiler to optimize ... *pray*

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@ -112,7 +112,7 @@ ASSIMP_API void aiReleaseExportFormatDescription(const C_STRUCT aiExportFormatDe
* 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,

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@ -440,7 +440,7 @@ enum aiPostProcessSteps
*
* @note UV transformations are usually implemented in real-time apps by
* transforming texture coordinates at vertex shader stage with a 3x3
* (homogenous) transformation matrix.
* (homogeneous) transformation matrix.
*/
aiProcess_TransformUVCoords = 0x80000,

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@ -40,7 +40,7 @@
NSMutableArray* modelMeshes;
BOOL builtBuffers;
NSMutableDictionary* textureDictionary; // Array of Dicionaries that map image filenames to textureIds
NSMutableDictionary* textureDictionary; // Array of Dictionaries that map image filenames to textureIds
}
@property (retain) IBOutlet NSView* _view;

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@ -361,7 +361,7 @@ int main(int argc, char **argv)
C_STRUCT aiLogStream stream;
if (argc < 2) {
print_error("No input model file specifed.");
print_error("No input model file specified.");
print_run_command(COMMAND_USAGE);
return EXIT_FAILURE;
}

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@ -129,7 +129,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
if (!argv) {
MessageBox(nullptr,
TEXT("An error occured while reading command line arguments."),
TEXT("An error occurred while reading command line arguments."),
TEXT("Error!"),
MB_ICONERROR | MB_OK);
return EXIT_FAILURE;

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@ -667,7 +667,7 @@ BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool ful
dwStyle=WS_OVERLAPPEDWINDOW; // Windows style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requestes Size
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
if (nullptr == (g_hWnd=CreateWindowEx(dwExStyle, // Extended Style For The Window
TEXT("OpenGL"), // Class Name

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@ -391,7 +391,7 @@ public:
// Unapply the transformation using the offset matrix.
aiMatrix4x4 unapplied_transform = scene_mesh_bone->mOffsetMatrix * transform;
// Ensure that we have, approximatively, the identity matrix.
// Ensure that we have, approximately, the identity matrix.
expect_equal_matrices(identity_matrix, unapplied_transform, TOLERANCE);
}
}

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@ -132,6 +132,6 @@ TEST_F(TriangulateProcessTest, testTriangulation) {
}
}
// we should have no valid normal vectors now necause we aren't a pure polygon mesh
// we should have no valid normal vectors now because we aren't a pure polygon mesh
EXPECT_TRUE(pcMesh->mNormals == NULL);
}

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@ -313,7 +313,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
// Verbose and silent at the same time are not allowed
if ( verbose && silent ) {
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbitten. ");
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. ");
return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
}

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@ -90,7 +90,7 @@ D3DXVECTOR4 g_aclNormalColors[14] =
//-------------------------------------------------------------------------------
// Recursivly count the number of nodes in an asset's node graph
// Recursively count the number of nodes in an asset's node graph
// Used by LoadAsset()
//-------------------------------------------------------------------------------
void GetNodeCount(aiNode* pcNode, unsigned int* piCnt)
@ -1535,7 +1535,7 @@ int CDisplay::RenderStereoView(const aiMatrix4x4& m)
// (move back to the original position)
g_sCamera.vPos -= g_sCamera.vRight * 0.03f;
// reenable all channels
// re-enable all channels
g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_RED |
D3DCOLORWRITEENABLE_GREEN |

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@ -1483,7 +1483,7 @@ int CMaterialManager::EndMaterial (AssetHelper::MeshHelper* pcMesh)
pcMesh->piEffect->EndPass();
pcMesh->piEffect->End();
// reenable culling if necessary
// re-enable culling if necessary
if (pcMesh->twosided && g_sOptions.bCulling) {
g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
}

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@ -116,7 +116,7 @@ void MakeFileAssociations() {
RegSetValueEx(hRegistry,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegCloseKey(hRegistry);
CLogDisplay::Instance().AddEntry("[OK] File assocations have been registered",
CLogDisplay::Instance().AddEntry("[OK] File associations have been registered",
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
CLogDisplay::Instance().AddEntry(tmp.data,D3DCOLOR_ARGB(0xFF,0,0xFF,0));
@ -1508,7 +1508,7 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg, WPARAM wParam,LPARAM lParam
sRect.right -= sRect.left;
sRect.bottom -= sRect.top;
// if the mouse klick was inside the viewer panel
// if the mouse click was inside the viewer panel
// give the focus to it
if (xPos > 0 && xPos < sRect.right && yPos > 0 && yPos < sRect.bottom)
{

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@ -125,7 +125,7 @@ public:
// ----------------------------------------------------------------------------
/** Calculates the node transformations for the scene. Call this to get
* uptodate results before calling one of the getters.
* up-to-date results before calling one of the getters.
* @param pTime Current time. Can be an arbitrary range.
*/
void Calculate(double pTime);

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@ -489,7 +489,7 @@ int CreateAssetData() {
nidx = 3;
break;
default:
CLogWindow::Instance().WriteLine("Unknown primitiv type");
CLogWindow::Instance().WriteLine("Unknown primitive type");
break;
};