A couple of small documentation fixes (spelling, missing characters, …).

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@456 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
klickverbot 2009-07-31 22:34:21 +00:00
parent 746fb7549c
commit 0bf34ced10
9 changed files with 40 additions and 39 deletions

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@ -4,7 +4,7 @@ Open Asset Import Library (Assimp) Install
------------------------------------------------
Please see the doxygen documentation to learn how to build & use Assimp.
A CHM file is included in the SVN repos: ./doc/lib_htmp/AssimpDoc.chm.
A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm.
At least Windows should be able to read it.
To build the doxygen doc on your own follow these steps:
@ -14,7 +14,7 @@ b) ensure doxygen is in the executable search path
c) navigate to ./doc
d) and run 'doxygen'
Open the generated HTML (lib_htmp/index.html) in the browser of your choice.
Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice.
Windows only: To generate the CHM doc install the 'Microsoft HTML Workshop'
and configure the path to it in the DOXYFILE. Run doxygen again.

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@ -11,7 +11,7 @@
namespace Assimp {
//! \brief ASSIMP specific assertion test, just works in debug mode
//! \brief ASSIMP specific assertion test, only works in debug mode
//! \param uiLine Line in file
//! \param file Source file
void aiAssert (bool expression, const std::string &message, unsigned int uiLine, const std::string &file);

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@ -151,7 +151,7 @@ struct aiCamera
/** Distance of the far clipping plane from the camera.
*
* The far clipping plane must, of course, be farer away than the
* The far clipping plane must, of course, be further away than the
* near clipping plane. The default value is 1000.f. The ratio
* between the near and the far plane should not be too
* large (between 1000-10000 should be ok) to avoid floating-point

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@ -176,11 +176,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
"PP_OG_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of vertices in a mesh.
/** @brief Set the maximum number of triangles in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
@ -192,11 +192,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endif
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of triangles in a mesh.
/** @brief Set the maximum number of vertices in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
@ -274,7 +274,7 @@ enum aiComponent
aiComponent_BONEWEIGHTS = 0x20,
/** Removes all node animations (aiScene::mAnimations).
* The scenegraph nodes corresponding to the bones are NOT removed.
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this
*/
aiComponent_ANIMATIONS = 0x40,
@ -284,13 +284,13 @@ enum aiComponent
aiComponent_TEXTURES = 0x80,
/** Removes all light sources (aiScene::mLights).
* The scenegraph nodes corresponding to the bones are NOT removed.
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this
*/
aiComponent_LIGHTS = 0x100,
/** Removes all light sources (aiScene::mCameras).
* The scenegraph nodes corresponding to the bones are NOT removed.
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this
*/
aiComponent_CAMERAS = 0x200,

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@ -59,7 +59,7 @@ typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
// aiFileIO callbackss
// aiFileIO callbacks
typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);

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@ -230,7 +230,7 @@ enum aiTextureType
/** The texture is a height map.
*
* By convention, higher grey-scale values stand for
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_HEIGHT = 0x5,
@ -239,7 +239,7 @@ enum aiTextureType
*
* Again, there are several conventions for tangent-space
* normal maps. Assimp does (intentionally) not
* differenciate here.
* distinguish here.
*/
aiTextureType_NORMALS = 0x6,
@ -270,7 +270,7 @@ enum aiTextureType
*
* Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
* covered by this material property. The texture contains a
* scaling value for the final color value of a pixel. It's
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 0xA,
@ -278,7 +278,7 @@ enum aiTextureType
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost nevery for real-time applications.
* Rarely used, almost never for real-time applications.
*/
aiTextureType_REFLECTION = 0xB,
@ -424,7 +424,7 @@ enum aiTextureFlags
/** @brief Defines alpha-blend flags.
*
* If you're familiar with OpenGL or D3D, these flags aren't new to you.
* The define *how* the final color value of a pixel is computed, basing
* They define *how* the final color value of a pixel is computed, basing
* on the previous color at that pixel and the new color value from the
* material.
* The blend formula is:
@ -580,7 +580,7 @@ enum aiPropertyTypeInfo
struct aiMaterialProperty
{
/** Specifies the name of the property (key)
* Keys are generally case insensitive.
* Keys are generally case insensitive.
*/
C_STRUCT aiString mKey;
@ -1340,19 +1340,19 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
* @param[in] index Index of the texture layer to be read. The function
* fails if the requested layer is not available.
* @param[out] path Receives the output path
* This parameter mist be non-null.
* This parameter must be non-null.
* @param mapping The texture mapping mode to be used.
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] uvindex For UV-mapped textures: receives the index of the UV
* source channel. Unmodified otherwise.
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] blend Receives the blend factor for the texture
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] op Receives the texture blend operation to be perform between
* this texture and the previous texture.
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] mapmode Receives the mapping modes to be used for the texture.
* Pass NULL if you'e not interested in this information. Otherwise,
* Pass NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @return AI_SUCCESS on success, something else otherwise. Have fun.

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@ -70,7 +70,7 @@ enum aiPostProcessSteps
* such as normal mapping applied to the meshes. There's a config setting,
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
* a maximum smoothing angle for the algorithm. However, usually you'll
* want to let the default value. Thanks.
* want to leave it at the default value. Thanks.
*/
aiProcess_CalcTangentSpace = 0x1,
@ -98,7 +98,7 @@ enum aiPostProcessSteps
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and boundles all conversions typically required for D3D-based
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_MakeLeftHanded = 0x4,
@ -134,7 +134,7 @@ enum aiPostProcessSteps
* they're already there (loaded from the source asset). By using this
* step you can make sure they are NOT there.
*
* This flag is a poor one, mainly because it's purpose is usually
* This flag is a poor one, mainly because its purpose is usually
* misunderstood. Consider the following case: a 3d model has been exported
* from a CAD app, it has per-face vertex colors. Vertex positions can't be
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
@ -286,7 +286,7 @@ enum aiPostProcessSteps
* Several material settings not contributing to the final appearance of
* a surface are ignored in all comparisons ... the material name is
* one of them. So, if you're passing additional information through the
* content pipeline (probably using using *magic* material names), don't
* content pipeline (probably using *magic* material names), don't
* specify this flag. Alternatively take a look at the
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
*/
@ -369,7 +369,7 @@ enum aiPostProcessSteps
// -------------------------------------------------------------------------
/** <hr>This step converts non-UV mappings (such as spherical or
* cylindrical apping) to proper texture coordinate channels.
* cylindrical mapping) to proper texture coordinate channels.
*
* Most applications will support UV mapping only, so you will
* probably want to specify this step in every case. Note tha Assimp is not
@ -379,7 +379,7 @@ enum aiPostProcessSteps
* lightwave, modo, ... are able to achieve this.
*
* @note If this step is not requested, you'll need to process the
* <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display all assets
* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
* properly.
*/
aiProcess_GenUVCoords = 0x40000,
@ -406,7 +406,7 @@ enum aiPostProcessSteps
* with references to the first mesh.
*
* This step takes a while, don't use it if you have no time.
* It's main purpose is to workaround the limitation that many export
* Its main purpose is to workaround the limitation that many export
* file formats don't support instanced meshes, so exporters need to
* duplicate meshes. This step removes the duplicates again. Please
* note that Assimp does currently not support per-node material
@ -436,7 +436,7 @@ enum aiPostProcessSteps
*
* Node names can be lost during this step. If you use special 'tag nodes'
* to pass additional information through your content pipeline, use the
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<7tt> setting to specify a list of node
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
* names you want to be kept. Nodes matching one of the names in this list won't
* be touched or modified.
*
@ -470,7 +470,7 @@ enum aiPostProcessSteps
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and boundles all conversions typically required for D3D-based
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_FlipUVs = 0x800000,
@ -500,6 +500,7 @@ enum aiPostProcessSteps
* @brief Shortcut flag for Direct3D-based applications.
*
* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags.
* The output data matches Direct3D's conventions: left-handed geometry, upper-left
* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
*
@ -572,7 +573,7 @@ enum aiPostProcessSteps
*
* This preset enables almost every optimization step to achieve perfectly
* optimized data. It's your choice for level editor environments where import speed
* doesn't care.
* is not important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations

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@ -148,7 +148,7 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
* @note This is a straightforward way to decode models from memory buffers, but it
* doesn't handle model formats spreading their data across multiple files or even
* directories. Examples include OBJ or MD3, which outsource parts of their material
* stuff into external scripts. f you need the full functionality, provide a custom
* stuff into external scripts. If you need the full functionality, provide a custom
* IOSystem to make Assimp find these files.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
@ -191,7 +191,7 @@ ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
* aiAttachLogStream(&c);
* @endcode
*
* @param One of the #aiDefaultLogStream enumerated values.
* @param pStreams One of the #aiDefaultLogStream enumerated values.
* @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
* Pass NULL for all other flags.
* @return The log stream. callback is set to NULL if something went wrong.

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@ -1,8 +1,8 @@
----------------------------------------------------------------------------
This directory contains various samples to illustrate Assimp's
use in various real-worl environments. Workspaces for all samples
are bundled in ./workspaces, makesfiles can be found in the
use in various real-world environments. Workspaces for all samples
are bundled in ./workspaces, makefiles can be found in the
respective directories of the samples.
All GL-based samples depend on GLUT. For use with the VS workspaces,
@ -15,7 +15,7 @@ directory of the sample.
SimpleOpenGL
A very simple and streightforward OpenGL sample. It loads a
A very simple and straightforward OpenGL sample. It loads a
model (gets the path to it on the command line, default is dwarf.x)
and displays the model as wireframe. Animations and materials are
not evaluated at all. This samples uses the C interface to Assimp.