From 2998830d4a555f8aeccec8843152f0e3c217ca00 Mon Sep 17 00:00:00 2001 From: Alexandre Avenel Date: Sun, 13 May 2018 15:33:51 +0200 Subject: [PATCH] Fix typos on documentation using codespell --- Readme.md | 2 +- doc/dox.h | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Readme.md b/Readme.md index c78a0c1c8..856371d7e 100644 --- a/Readme.md +++ b/Readme.md @@ -141,7 +141,7 @@ Open Asset Import Library is implemented in C++. The directory structure is: /samples A small number of samples to illustrate possible use cases for Assimp /workspaces Build environments for vc,xcode,... (deprecated, - CMake has superseeded all legacy build options!) + CMake has superseded all legacy build options!) ### Where to get help ### diff --git a/doc/dox.h b/doc/dox.h index bc47e5584..af9eeb609 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -164,7 +164,7 @@ If done correctly you should now be able to compile, link, run and use the appli @section install_own Building the library from scratch First you need to install cmake. Now just get the code from github or download the latest version from the webside. -to buil the library just open a command-prompt / bash, navigate into the repo-folder and run cmake via: +to build the library just open a command-prompt / bash, navigate into the repo-folder and run cmake via: @code cmake CMakeLists.txt @@ -653,7 +653,7 @@ To apply such an animation you need to identify the animation tracks that refer in your mesh. Then for every track:
a) Find the keys that lay right before the current anim time.
b) Optional: interpolate between these and the following keys.
-c) Combine the calculated position, rotation and scaling to a tranformation matrix
+c) Combine the calculated position, rotation and scaling to a transformation matrix
d) Set the affected node's transformation to the calculated matrix.
If you need hints on how to convert to or from quaternions, have a look at the @@ -669,7 +669,7 @@ Such textures are loaded into an aiTexture structure. In previous versions, the path from the query for `AI_MATKEY_TEXTURE(textureType, index)` would be `*` where `` is the index of the texture in aiScene::mTextures. Now this call will -return a file path for embedded textures in FBX files. To test if it is an embdedded texture use +return a file path for embedded textures in FBX files. To test if it is an embedded texture use aiScene::GetEmbeddedTexture. If the returned pointer is not null, it is embedded und can be loaded from the data structure. If it is null, search for a separate file. Other file types still use the old behaviour.
@@ -794,7 +794,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor COLOR_REFLECTIVE aiColor3D black (0,0,0) - Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an enviroment lightmap of some kind for real-time applications. + Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an environment lightmap of some kind for real-time applications. --- @@ -819,7 +819,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor int false Specifies whether meshes using this material must be rendered without backface culling. 0 for false, !0 for true. - Some importers set this property if they don't know whether the output face oder is right. As long as it is not set, you may safely enable backface culling. + Some importers set this property if they don't know whether the output face order is right. As long as it is not set, you may safely enable backface culling.