Correct spelling mistakes.

This commit is contained in:
Edward Betts 2017-11-22 07:40:20 +00:00 committed by Zack Middleton
parent 14cb72f912
commit fe42b8653d
105 changed files with 212 additions and 212 deletions

View file

@ -541,7 +541,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
//
// change the tess parameters if needed
// a "entityMergable" shader is a shader that can have surfaces from seperate
// a "entityMergable" shader is a shader that can have surfaces from separate
// entities merged into a single batch, like smoke and blood puff sprites
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
@ -742,7 +742,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
RB_EndSurface();
}
// we definately want to sync every frame for the cinematics
// we definitely want to sync every frame for the cinematics
qglFinish();
start = 0;

View file

@ -1428,7 +1428,7 @@ static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
}
// chain decendants
// chain descendants
R_SetParent (s_worldData.nodes, NULL);
}

View file

@ -941,7 +941,7 @@ static int numImageLoaders = ARRAY_LEN( imageLoaders );
=================
R_LoadImage
Loads any of the supported image types into a cannonical
Loads any of the supported image types into a canonical
32 bit format.
=================
*/
@ -1400,7 +1400,7 @@ SKINS
CommaParse
This is unfortunate, but the skin files aren't
compatable with our normal parsing rules.
compatible with our normal parsing rules.
==================
*/
static char *CommaParse( char **data_p ) {

View file

@ -134,7 +134,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
float totalFactor;
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
@ -304,7 +304,7 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
// trace a sample point down to find ambient light
//
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );

View file

@ -840,7 +840,7 @@ typedef struct {
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// all state modified by the back end is separated
// from the front end state
typedef struct {
trRefdef_t refdef;
@ -981,7 +981,7 @@ extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measuremen
extern cvar_t *r_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_primitives; // "0" = based on compiled vertex array existance
extern cvar_t *r_primitives; // "0" = based on compiled vertex array existence
// "1" = glDrawElemet tristrips
// "2" = glDrawElements triangles
// "-1" = no drawing

View file

@ -448,7 +448,7 @@ static void ProjectDlightTexture_altivec( void ) {
dlight_t *dl;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this light
continue; // this surface definitely doesn't have any of this light
}
texCoords = texCoordsArray[0];
colors = colorArray[0];
@ -613,7 +613,7 @@ static void ProjectDlightTexture_scalar( void ) {
dlight_t *dl;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this light
continue; // this surface definitely doesn't have any of this light
}
texCoords = texCoordsArray[0];
colors = colorArray[0];
@ -745,7 +745,7 @@ static void ProjectDlightTexture_scalar( void ) {
static void ProjectDlightTexture( void ) {
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
ProjectDlightTexture_altivec();
return;
}

View file

@ -345,7 +345,7 @@ static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
=====================
AutospriteDeform
Assuming all the triangles for this shader are independant
Assuming all the triangles for this shader are independent
quads, rebuild them as forward facing sprites
=====================
*/
@ -1206,7 +1206,7 @@ void RB_CalcDiffuseColor( unsigned char *colors )
{
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
RB_CalcDiffuseColor_altivec( colors );
return;
}

View file

@ -2088,7 +2088,7 @@ static shader_t *GeneratePermanentShader( void ) {
VertexLightingCollapse
If vertex lighting is enabled, only render a single
pass, trying to guess which is the correct one to best aproximate
pass, trying to guess which is the correct one to best approximate
what it is supposed to look like.
=================
*/
@ -2493,18 +2493,18 @@ be defined for every single image used in the game, three default
shader behaviors can be auto-created for any image:
If lightmapIndex == LIGHTMAP_NONE, then the image will have
dynamic diffuse lighting applied to it, as apropriate for most
dynamic diffuse lighting applied to it, as appropriate for most
entity skin surfaces.
If lightmapIndex == LIGHTMAP_2D, then the image will be used
for 2D rendering unless an explicit shader is found
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
the vertex rgba modulate values, as apropriate for misc_model
the vertex rgba modulate values, as appropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as apropriate for
and src*dest blending applied with the texture, as appropriate for
most world construction surfaces.
===============
@ -2551,7 +2551,7 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
InitShader( strippedName, lightmapIndex );
// FIXME: set these "need" values apropriately
// FIXME: set these "need" values appropriately
shader.needsNormal = qtrue;
shader.needsST1 = qtrue;
shader.needsST2 = qtrue;
@ -2689,7 +2689,7 @@ qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_
InitShader( name, lightmapIndex );
// FIXME: set these "need" values apropriately
// FIXME: set these "need" values appropriately
shader.needsNormal = qtrue;
shader.needsST1 = qtrue;
shader.needsST2 = qtrue;

View file

@ -569,7 +569,7 @@ static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
// refinement step to get a little more precision. This seems to yeild results
// refinement step to get a little more precision. This seems to yield results
// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
// (That is, for the given input range of about 0.6 to 2.0).
do {
@ -844,7 +844,7 @@ static void LerpMeshVertexes(md3Surface_t *surf, float backlerp)
{
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
LerpMeshVertexes_altivec( surf, backlerp );
return;
}