Correct spelling mistakes.
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105 changed files with 212 additions and 212 deletions
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@ -2088,7 +2088,7 @@ static shader_t *GeneratePermanentShader( void ) {
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VertexLightingCollapse
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If vertex lighting is enabled, only render a single
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pass, trying to guess which is the correct one to best aproximate
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pass, trying to guess which is the correct one to best approximate
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what it is supposed to look like.
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=================
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*/
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@ -2493,18 +2493,18 @@ be defined for every single image used in the game, three default
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shader behaviors can be auto-created for any image:
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If lightmapIndex == LIGHTMAP_NONE, then the image will have
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dynamic diffuse lighting applied to it, as apropriate for most
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dynamic diffuse lighting applied to it, as appropriate for most
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entity skin surfaces.
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If lightmapIndex == LIGHTMAP_2D, then the image will be used
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for 2D rendering unless an explicit shader is found
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If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
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the vertex rgba modulate values, as apropriate for misc_model
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the vertex rgba modulate values, as appropriate for misc_model
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pre-lit surfaces.
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Other lightmapIndex values will have a lightmap stage created
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and src*dest blending applied with the texture, as apropriate for
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and src*dest blending applied with the texture, as appropriate for
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most world construction surfaces.
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===============
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@ -2551,7 +2551,7 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
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InitShader( strippedName, lightmapIndex );
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// FIXME: set these "need" values apropriately
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// FIXME: set these "need" values appropriately
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shader.needsNormal = qtrue;
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shader.needsST1 = qtrue;
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shader.needsST2 = qtrue;
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@ -2689,7 +2689,7 @@ qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_
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InitShader( name, lightmapIndex );
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// FIXME: set these "need" values apropriately
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// FIXME: set these "need" values appropriately
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shader.needsNormal = qtrue;
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shader.needsST1 = qtrue;
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shader.needsST2 = qtrue;
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