Correct spelling mistakes.
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14cb72f912
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105 changed files with 212 additions and 212 deletions
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@ -471,7 +471,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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//
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// change the tess parameters if needed
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// a "entityMergable" shader is a shader that can have surfaces from seperate
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// a "entityMergable" shader is a shader that can have surfaces from separate
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// entities merged into a single batch, like smoke and blood puff sprites
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if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex
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|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
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@ -689,7 +689,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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RB_EndSurface();
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}
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// we definately want to sync every frame for the cinematics
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// we definitely want to sync every frame for the cinematics
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qglFinish();
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start = 0;
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@ -1947,7 +1947,7 @@ static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
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out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
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}
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// chain decendants
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// chain descendants
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R_SetParent (s_worldData.nodes, NULL);
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}
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@ -37,7 +37,7 @@ qboolean R_CheckFBO(const FBO_t * fbo)
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if(code == GL_FRAMEBUFFER_COMPLETE)
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return qtrue;
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// an error occured
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// an error occurred
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switch (code)
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{
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case GL_FRAMEBUFFER_UNSUPPORTED:
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@ -2286,7 +2286,7 @@ static int numImageLoaders = ARRAY_LEN( imageLoaders );
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=================
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R_LoadImage
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Loads any of the supported image types into a cannonical
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Loads any of the supported image types into a canonical
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32 bit format.
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=================
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*/
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@ -2951,7 +2951,7 @@ SKINS
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CommaParse
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This is unfortunate, but the skin files aren't
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compatable with our normal parsing rules.
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compatible with our normal parsing rules.
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==================
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*/
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static char *CommaParse( char **data_p ) {
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@ -138,7 +138,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
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float totalFactor;
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// separate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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@ -335,7 +335,7 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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// trace a sample point down to find ambient light
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//
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// separate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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@ -1392,7 +1392,7 @@ typedef struct {
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int msec; // total msec for backend run
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} backEndCounters_t;
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// all state modified by the back end is seperated
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// all state modified by the back end is separated
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// from the front end state
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typedef struct {
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trRefdef_t refdef;
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@ -341,7 +341,7 @@ static void ProjectDlightTexture( void ) {
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vec4_t vector;
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if ( !( tess.dlightBits & ( 1 << l ) ) ) {
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continue; // this surface definately doesn't have any of this light
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continue; // this surface definitely doesn't have any of this light
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}
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dl = &backEnd.refdef.dlights[l];
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@ -672,7 +672,7 @@ static void ForwardDlight( void ) {
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vec4_t texOffTurb;
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if ( !( tess.dlightBits & ( 1 << l ) ) ) {
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continue; // this surface definately doesn't have any of this light
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continue; // this surface definitely doesn't have any of this light
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}
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dl = &backEnd.refdef.dlights[l];
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@ -836,7 +836,7 @@ static void ProjectPshadowVBOGLSL( void ) {
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vec4_t vector;
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if ( !( tess.pshadowBits & ( 1 << l ) ) ) {
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continue; // this surface definately doesn't have any of this shadow
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continue; // this surface definitely doesn't have any of this shadow
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}
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ps = &backEnd.refdef.pshadows[l];
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@ -350,7 +350,7 @@ static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
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=====================
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AutospriteDeform
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Assuming all the triangles for this shader are independant
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Assuming all the triangles for this shader are independent
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quads, rebuild them as forward facing sprites
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=====================
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*/
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@ -2794,7 +2794,7 @@ 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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@ -3214,18 +3214,18 @@ 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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