Commit 604d2fd7 authored by Rogerborg's avatar Rogerborg

Replace possessive "it's" with the grammatically correct "its".

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1756 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 6ec93479
......@@ -253,7 +253,7 @@ int IRRCALLCONV main(int argc, char* argv[])
continue;
}
// we can dump the shader to the console in it's
// we can dump the shader to the console in its
// original but already parsed layout in a pretty
// printers way.. commented out, because the console
// would be full...
......
......@@ -208,7 +208,7 @@ namespace scene
/** Also takes in to account transitions. */
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
//! render mesh ignoring it's transformation.
//! render mesh ignoring its transformation.
/** Used with ragdolls. Culling is unaffected. */
virtual void setRenderFromIdentity( bool On )=0;
......
......@@ -95,7 +95,7 @@ namespace gui
//! clear item color at index for given colortype
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
//! has the item at index it's color overwritten?
//! has the item at index its color overwritten?
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
//! return the overwrite color at given item index.
......
......@@ -174,7 +174,7 @@ namespace scene
//! Create a new AnimatedMesh and adds the mesh to it
/** \param mesh Input mesh
\param type The type of the animated mesh to create.
\return Newly created animated mesh with mesh as it's only
\return Newly created animated mesh with mesh as its only
content. When you don't need the animated mesh anymore, you
should call IAnimatedMesh::drop(). See
IReferenceCounted::drop() for more information. */
......
......@@ -897,7 +897,7 @@ void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
}
}
//! render mesh ignoring it's transformation. Used with ragdolls. (culling is unaffected)
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
void CAnimatedMeshSceneNode::setRenderFromIdentity( bool On )
{
RenderFromIdentity=On;
......
......@@ -150,7 +150,7 @@ namespace scene
//! updates the joint positions of this mesh
virtual void animateJoints(bool CalculateAbsolutePositions=true);
//! render mesh ignoring it's transformation. Used with ragdolls. (culling is unaffected)
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
virtual void setRenderFromIdentity( bool On );
//! Creates a clone of this scene node and its children.
......
......@@ -100,7 +100,7 @@ namespace gui
//! clear item color at index for given colortype
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType);
//! has the item at index it's color overwritten?
//! has the item at index its color overwritten?
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const;
//! return the overwrite color at given item index.
......
......@@ -190,7 +190,7 @@ namespace scene
CameraRotationDelta = delta;
}
//! Sets whether or not the node should dynamically update it's associated selector when
//! Sets whether or not the node should dynamically update it its associated selector when
//! the geomipmap data changes.
//! param bVal: Boolean value representing whether or not to update selector dynamically.
//! NOTE: Temporarily disabled while working out issues with DynamicSelectorUpdate
......
......@@ -263,7 +263,7 @@ start_input_pass (j_decompress_ptr cinfo)
/*
* Finish up after inputting a compressed-data scan.
* This is called by the coefficient controller after it's read all
* This is called by the coefficient controller after it has read all
* the expected data of the scan.
*/
......
......@@ -182,7 +182,7 @@ typedef my_marker_reader * my_marker_ptr;
* source manager's shoulders. If we are saving the marker's contents
* into memory, we use a slightly different convention: when forced to
* suspend, the marker processor updates the restart point to the end of
* what it's consumed (ie, the end of the buffer) before returning FALSE.
* what its consumed (ie, the end of the buffer) before returning FALSE.
* On resumption, cinfo->unread_marker still contains the marker code,
* but the data source will point to the next chunk of marker data.
* The marker processor must retain internal state to deal with this.
......
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