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

@ -471,7 +471,7 @@ 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 || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
@ -689,7 +689,7 @@ 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

@ -1947,7 +1947,7 @@ 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

@ -37,7 +37,7 @@ qboolean R_CheckFBO(const FBO_t * fbo)
if(code == GL_FRAMEBUFFER_COMPLETE)
return qtrue;
// an error occured
// an error occurred
switch (code)
{
case GL_FRAMEBUFFER_UNSUPPORTED:

View file

@ -2286,7 +2286,7 @@ 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.
=================
*/
@ -2951,7 +2951,7 @@ 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

@ -138,7 +138,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
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 );
@ -335,7 +335,7 @@ 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

@ -1392,7 +1392,7 @@ 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;

View file

@ -341,7 +341,7 @@ static void ProjectDlightTexture( void ) {
vec4_t vector;
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
}
dl = &backEnd.refdef.dlights[l];
@ -672,7 +672,7 @@ static void ForwardDlight( void ) {
vec4_t texOffTurb;
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
}
dl = &backEnd.refdef.dlights[l];
@ -836,7 +836,7 @@ static void ProjectPshadowVBOGLSL( void ) {
vec4_t vector;
if ( !( tess.pshadowBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this shadow
continue; // this surface definitely doesn't have any of this shadow
}
ps = &backEnd.refdef.pshadows[l];

View file

@ -350,7 +350,7 @@ 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
=====================
*/

View file

@ -2794,7 +2794,7 @@ 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.
=================
*/
@ -3214,18 +3214,18 @@ 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.
===============