Commit 5d18ec92 authored by cutealien's avatar cutealien

Moar spelingg fixez.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4096 dfc29bdd-3216-0410-991c-e03cc46cb475
parent cdec46df
......@@ -7,7 +7,7 @@ Windows, Toolbars, Menus, ComboBoxes, Tabcontrols, Editboxes, Images,
MessageBoxes, SkyBoxes, and how to parse XML files with the integrated XML
reader of the engine.
We start like in most other tutorials: Include all nesessary header files, add
We start like in most other tutorials: Include all necessary header files, add
a comment to let the engine be linked with the right .lib file in Visual
Studio, and declare some global variables. We also add two 'using namespace'
statements, so we do not need to write the whole names of all classes. In this
......@@ -937,7 +937,7 @@ int main(int argc, char* argv[])
/*
That's nearly the whole application. We simply show the about message
box at start up, and load the first model. To make everything look
better, a skybox is created and a user controled camera, to make the
better, a skybox is created and a user controlled camera, to make the
application a little bit more interactive. Finally, everything is drawn
in a standard drawing loop.
*/
......
......@@ -3,7 +3,7 @@
This tutorial shows how to use one of the built in more complex materials in
irrlicht: Per pixel lighted surfaces using normal maps and parallax mapping. It
will also show how to use fog and moving particle systems. And don't panic: You
dont need any experience with shaders to use these materials in Irrlicht.
dont need any experience with shaders to use these materials in Irrlicht.
At first, we need to include all headers and do the stuff we always do, like in
nearly all other tutorials.
......@@ -137,7 +137,7 @@ private:
/*
We need to add a warning if the materials will not be able to
be displayed 100% correctly. This is no problem, they will be
renderered using fall back materials, but at least the user
rendered using fall back materials, but at least the user
should know that it would look better on better hardware. We
simply check if the material renderer is able to draw at full
quality on the current hardware. The
......
......@@ -216,7 +216,7 @@ int main()
/*
To make the user be able to switch between normal and wireframe mode,
we create an instance of the event reciever from above and let Irrlicht
we create an instance of the event receiver from above and let Irrlicht
know about it. In addition, we add the skybox which we already used in
lots of Irrlicht examples and a skydome, which is shown mutually
exclusive with the skybox by pressing 'S'.
......
......@@ -149,7 +149,7 @@ int main()
Nearly finished. Now we need to draw everything. Every frame, we draw
the scene twice. Once from the fixed camera into the render target
texture and once as usual. When rendering into the render target, we
need to disable the visibilty of the test cube, because it has the
need to disable the visibility of the test cube, because it has the
render target texture applied to it. That's it, wasn't too complicated
I hope. :)
*/
......
......@@ -4,7 +4,7 @@ This example only runs under MS Windows and demonstrates that Irrlicht can
render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
too.
In the begining, we create a windows window using the windows API. I'm not
In the beginning, we create a windows window using the windows API. I'm not
going to explain this code, because it is windows specific. See the MSDN or a
windows book for details.
*/
......
......@@ -176,7 +176,7 @@ int IRRCALLCONV main(int argc, char* argv[])
which is currently visible. An alternative to the Octree would be a
AnimatedMeshSceneNode, which would draw always the complete geometry of
the mesh, without optimization. Try it out: Write addAnimatedMeshSceneNode
instead of addOctreeSceneNode and compare the primitives drawed by the
instead of addOctreeSceneNode and compare the primitives drawn by the
video driver. (There is a getPrimitiveCountDrawed() method in the
IVideoDriver class). Note that this optimization with the Octree is only
useful when drawing huge meshes consisting of lots of geometry.
......@@ -253,7 +253,7 @@ int IRRCALLCONV main(int argc, char* argv[])
Now we only need a Camera to look at the Quake 3 map. And we want to
create a user controlled camera. There are some different cameras
available in the Irrlicht engine. For example the Maya Camera which can
be controlled compareable to the camera in Maya: Rotate with left mouse
be controlled comparable to the camera in Maya: Rotate with left mouse
button pressed, Zoom with both buttons pressed, translate with right
mouse button pressed. This could be created with
addCameraSceneNodeMaya(). But for this example, we want to create a
......
......@@ -407,7 +407,7 @@ int example_terrain()
/*
To make the user be able to switch between normal and wireframe mode,
we create an instance of the event reciever from above and let Irrlicht
we create an instance of the event receiver from above and let Irrlicht
know about it. In addition, we add the skybox which we already used in
lots of Irrlicht examples and a skydome, which is shown mutually
exclusive with the skybox by pressing 'S'.
......
......@@ -4,7 +4,7 @@ A tutorial by Max Winkel.
In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
with Irrlicht. We'll create a viewport divided
into 4 parts, wtih 3 fixed cameras and one user-controlled.
into 4 parts, with 3 fixed cameras and one user-controlled.
Ok, let's start with the headers (I think there's
nothing to say about it)
......@@ -202,8 +202,8 @@ Sounds a little complicated, but you'll see it isn't:
/*
As you can probably see, the image is rendered for every
viewport seperately. That means, that you'll loose much performance.
Ok, if you're aksing "How do I have to set the viewport
viewport separately. That means, that you'll loose much performance.
Ok, if you're asking "How do I have to set the viewport
to get this or that screen?", don't panic. It's really
easy: In the rect-function you define 4 coordinates:
- X-coordinate of the corner left top
......@@ -216,7 +216,7 @@ Sounds a little complicated, but you'll see it isn't:
- 1st viewport: 0,0,ResX/2,ResY
- 2nd viewport: ResX/2,0,ResX,ResY
If you didn't fully understand, just play arround with the example
If you didn't fully understand, just play around with the example
to check out what happens.
Now we just view the current fps and shut down the engine,
......
......@@ -9,7 +9,7 @@ Features:
- Adjust GammaLevel at runtime
- Create SceneNodes for the Shaders
- Load EntityList and create Entity SceneNodes
- Create Players with Weapons and with Collison Respsone
- Create Players with Weapons and with Collision Response
- Play music
You can download the Quake III Arena demo ( copyright id software )
......@@ -830,7 +830,7 @@ void CQuake3EventHandler::CreateGUI()
/*
Add an Archive to the FileSystems und updates the GUI
Add an Archive to the FileSystems and updates the GUI
*/
void CQuake3EventHandler::AddArchive ( const path& archiveName )
{
......
......@@ -428,7 +428,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
// add collision
// find out if shader is marked als nonsolid
// find out if shader is marked as nonsolid
u8 doCreate = meta !=0 ;
if ( shader )
......
......@@ -445,7 +445,7 @@ public:
return DirtyFlag;
};
// Put the names of all currenlty loaded textures in a combobox
// Put the names of all currently loaded textures in a combobox
void updateTextures(video::IVideoDriver * driver)
{
s32 oldSelected = ComboTexture->getSelected();
......@@ -793,7 +793,7 @@ public:
protected:
// Application initialization
// returns true when it was succesful initialized, otherwise false.
// returns true when it was successful initialized, otherwise false.
bool init(int argc, char *argv[])
{
// ask user for driver
......@@ -902,7 +902,7 @@ protected:
GlobalAmbient->resetDirty();
}
// draw everythings
// draw everything
video::SColor bkColor( skin->getColor(gui::EGDC_APP_WORKSPACE) );
videoDriver->beginScene(true, true, bkColor);
......@@ -958,7 +958,7 @@ protected:
return;
const u32 pitch = imageA8R8G8B8->getPitch();
// some nice caro with 9 typical colors
// some nice square-pattern with 9 typical colors
for ( u32 y = 0; y < height; ++ y )
{
for ( u32 x = 0; x < pitch; ++x )
......
......@@ -460,7 +460,7 @@ int main()
context.ButtonSimulateBadFps->setIsPushButton(true);
context.ButtonChangeIcon = env->addButton( rect<s32>( 410, 140, 560, 160 ), 0, -1, L"replace cursor icon\n(cursor+sprite must be selected)" );
// set the names for alll the system cursors
// set the names for all the system cursors
for ( int i=0; i < (int)gui::ECI_COUNT; ++i )
{
context.CursorBox->addItem(stringw( GUICursorIconNames[i] ).c_str());
......@@ -543,7 +543,7 @@ int main()
driver->endScene();
}
// By simulating bad fps we can find out if hardware-support for cusors works or not. If it works the cursor will move as usual,while it otherwise will just update with 2 fps now.
// By simulating bad fps we can find out if hardware-support for cursors works or not. If it works the cursor will move as usual,while it otherwise will just update with 2 fps now.
if ( context.SimulateBadFps )
{
device->sleep(500); // 2 fps
......
......@@ -5,7 +5,7 @@ Demonstrates loading and saving of configurations via XML
@author Y.M. Bosman \<yoran.bosman@gmail.com\>
This demo features a fully usable system for configuration handling. The code
can easily be intergrated into own apps.
can easily be integrated into own apps.
*/
......@@ -89,7 +89,7 @@ public:
*/
bool load()
{
//if not able to create device dont attempt to load
//if not able to create device don't attempt to load
if (!NullDevice)
return false;
......@@ -98,7 +98,7 @@ public:
return false;
const stringw settingTag(L"setting"); //we'll be looking for this tag in the xml
stringw currentSection; //keep track of our currentsection
stringw currentSection; //keep track of our current section
const stringw videoTag(L"video"); //constant for videotag
//while there is more to read
......@@ -388,7 +388,7 @@ void createSettingsDialog(SAppContext& app)
app.Gui->addStaticText (L"Resolution", rect< s32 >(10,130, 200, 140), false, true, windowSettings);
app.ListboxResolution = app.Gui->addListBox(rect<s32>(10,140,220,200), windowSettings, 1,true);
//add all available options tothe resolution listbox
//add all available options to the resolution listbox
map<stringw, dimension2du>::Iterator ri = app.Settings->ResolutionOptions.getIterator();
for(; !ri.atEnd(); ri++)
app.ListboxResolution->addItem(ri->getKey().c_str());
......
......@@ -30,7 +30,7 @@ a good idea to render with just basic solid material. Avoid complex shaders
and state changes through textures. There's no need while just doing the
occlusion query. At least if the render is not used for the actual scene. This
is the third way to optimize occlusion queries. Just check the queries every
5th or 10th frane, or even less frequent. This depends on the movement speed
5th or 10th frame, or even less frequent. This depends on the movement speed
of the objects and camera.
*/
......@@ -169,7 +169,7 @@ int main()
Once in a while, here every 100 ms, we check the visibility. We run the queries,
update the pixel value, and query the result. Since we already rendered the node
we render the query invisible. The update is made blocking, as we need the result
immediately. If you don't need the result immediately, e.g. because oyu have other
immediately. If you don't need the result immediately, e.g. because you have other
things to render, you can call the update non-blocking. This gives the GPU more
time to pass back the results without flushing the render pipeline.
If the update was called non-blocking, the result from getOcclusionQueryResult is
......
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