Fix spelling mistakes

pull/846/head
Eric Engestrom 2016-04-03 01:38:00 +01:00
parent d094dfc3a1
commit 87e7cf00a2
72 changed files with 129 additions and 129 deletions

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@ -30,7 +30,7 @@ Ogre Loader, VC2010 fixes and CMake fixes.
- Sebastian Hempel,
PyAssimp (first version)
Compile-Bugfixes for mingw, add enviroment for static library support in make.
Compile-Bugfixes for mingw, add environment for static library support in make.
- Jonathan Pokrass
Supplied a bugfix concerning the scaling in the md3 loader.
@ -114,7 +114,7 @@ Contributes a fix for the configure script environment.
Contributed AssimpDelphi (/port/AssimpDelphi).
- rdb
Contributes a bundle of fixes and improvments for the bsp-importer.
Contributes a bundle of fixes and improvements for the bsp-importer.
- Mick P
For contributing the De-bone postprocessing step and filing various bug reports.

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@ -100,7 +100,7 @@ Open Asset Import Library is implemented in C++. The directory structure is:
/tools Tools (old assimp viewer, command line `assimp`)
/samples A small number of samples to illustrate possible
use cases for Assimp
/workspaces Build enviroments for vc,xcode,... (deprecated,
/workspaces Build environments for vc,xcode,... (deprecated,
CMake has superseeded all legacy build options!)

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@ -64,7 +64,7 @@ set( ASSIMP_LIBRARIES ${ASSIMP_LIBRARIES}@CMAKE_DEBUG_POSTFIX@)
# the boost version assimp was compiled with
set( ASSIMP_Boost_VERSION "@Boost_MAJOR_VERSION@.@Boost_MINOR_VERSION@")
# for compatibility wiht pkg-config
# for compatibility with pkg-config
set(ASSIMP_CFLAGS_OTHER "${ASSIMP_CXX_FLAGS}")
set(ASSIMP_LDFLAGS_OTHER "${ASSIMP_LINK_FLAGS}")

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@ -197,7 +197,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
ComputeNormalsWithSmoothingsGroups<D3DS::Face>(*i);
}
// Replace all occurences of the default material with a
// Replace all occurrences of the default material with a
// valid material. Generate it if no material containing
// DEFAULT in its name has been found in the file
ReplaceDefaultMaterial();

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@ -884,7 +884,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
// copy meshes
if (meshes.empty())
{
throw DeadlyImportError("An unknown error occured during converting");
throw DeadlyImportError("An unknown error occurred during converting");
}
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];

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@ -604,7 +604,7 @@ private:
//! \param out Output string
//! \param szName Name of the enclosing element -> used in error
//! messages.
//! \return false if an error occured
//! \return false if an error occurred
bool ParseString(std::string& out,const char* szName);
public:

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@ -368,7 +368,7 @@ void BVHLoader::ReadMotion( aiScene* /*pScene*/)
// Retrieves the next token
std::string BVHLoader::GetNextToken()
{
// skip any preceeding whitespace
// skip any preceding whitespace
while( mReader != mBuffer.end())
{
if( !isspace( *mReader))

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@ -336,7 +336,7 @@ void BaseImporter::ConvertToUTF8(std::vector<char>& data)
// UTF 32 BE with BOM
if(*((uint32_t*)&data.front()) == 0xFFFE0000) {
// swap the endianess ..
// swap the endianness ..
for(uint32_t* p = (uint32_t*)&data.front(), *end = (uint32_t*)&data.back(); p <= end; ++p) {
AI_SWAP4P(p);
}
@ -367,7 +367,7 @@ void BaseImporter::ConvertToUTF8(std::vector<char>& data)
// UTF 16 BE with BOM
if(*((uint16_t*)&data.front()) == 0xFFFE) {
// swap the endianess ..
// swap the endianness ..
for(uint16_t* p = (uint16_t*)&data.front(), *end = (uint16_t*)&data.back(); p <= end; ++p) {
ByteSwap::Swap2(p);
}
@ -534,7 +534,7 @@ BatchLoader::~BatchLoader()
delete (*it).scene;
}
data->pImporter->SetIOHandler(NULL); /* get pointer back into our posession */
data->pImporter->SetIOHandler(NULL); /* get pointer back into our possession */
delete data->pImporter;
delete data;
}

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@ -176,8 +176,8 @@ public:
);
// -------------------------------------------------------------------
/** Returns the error description of the last error that occured.
* @return A description of the last error that occured. An empty
/** Returns the error description of the last error that occurred.
* @return A description of the last error that occurred. An empty
* string if there was no error.
*/
const std::string& GetErrorText() const {

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@ -227,7 +227,7 @@ void CSMImporter::InternReadFile( const std::string& pFile,
// read x,y,z
if(!SkipSpacesAndLineEnd(&buffer))
throw DeadlyImportError("CSM: Unexpected EOF occured reading sample x coord");
throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample x coord");
if (TokenMatchI(buffer, "DROPOUT", 7)) {
// seems this is invalid marker data; at least the doc says it's possible
@ -239,11 +239,11 @@ void CSMImporter::InternReadFile( const std::string& pFile,
buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.x);
if(!SkipSpacesAndLineEnd(&buffer))
throw DeadlyImportError("CSM: Unexpected EOF occured reading sample y coord");
throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample y coord");
buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.y);
if(!SkipSpacesAndLineEnd(&buffer))
throw DeadlyImportError("CSM: Unexpected EOF occured reading sample z coord");
throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample z coord");
buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.z);
++s->mNumPositionKeys;

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@ -872,7 +872,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
mOutput << startstr << "</lines>" << endstr;
}
// triangle - dont use it, because compatibility problems
// triangle - don't use it, because compatibility problems
// polygons
if (countPoly)
@ -1041,7 +1041,7 @@ void ColladaExporter::WriteNode(aiNode* pNode)
PushTag();
// write transformation - we can directly put the matrix there
// TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
// TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards
const aiMatrix4x4& mat = pNode->mTransformation;
mOutput << startstr << "<matrix>";
mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";

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@ -663,7 +663,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
// joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
if( &weightNamesAcc != &jointNamesAcc)
throw DeadlyImportError( "Temporary implementational lazyness. If you read this, please report to the author.");
throw DeadlyImportError( "Temporary implementational laziness. If you read this, please report to the author.");
// vertex weights
const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource);
@ -1148,7 +1148,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// Calculate resulting transformation
aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
// out of lazyness: we store the time in matrix.d4
// out of laziness: we store the time in matrix.d4
mat.d4 = time;
resultTrafos.push_back( mat);
@ -1294,7 +1294,7 @@ void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
_AI_MATKEY_TEXBLEND_BASE, type, idx);
// UV source index ... if we didn't resolve the mapping, it is actually just
// a guess but it works in most cases. We search for the frst occurence of a
// a guess but it works in most cases. We search for the frst occurrence of a
// number in the channel name. We assume it is the zero-based index into the
// UV channel array of all corresponding meshes. It could also be one-based
// for some exporters, but we won't care of it unless someone complains about.

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@ -616,7 +616,7 @@ void ColladaParser::ReadControllerLibrary()
{
if( IsElement( "controller"))
{
// read ID. Ask the spec if it's neccessary or optional... you might be surprised.
// read ID. Ask the spec if it's necessary or optional... you might be surprised.
int attrID = GetAttribute( "id");
std::string id = mReader->getAttributeValue( attrID);
@ -2282,7 +2282,7 @@ size_t ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pP
if( expectedPointCount > 0)
indices.reserve( expectedPointCount * numOffsets);
if (pNumPrimitives > 0) // It is possible to not contain any indicies
if (pNumPrimitives > 0) // It is possible to not contain any indices
{
const char* content = GetTextContent();
while( *content != 0)
@ -2317,7 +2317,7 @@ size_t ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pP
// find accessor
input.mResolved = &ResolveLibraryReference( mAccessorLibrary, input.mAccessor);
// resolve accessor's data pointer as well, if neccessary
// resolve accessor's data pointer as well, if necessary
const Accessor* acc = input.mResolved;
if( !acc->mData)
acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
@ -2340,7 +2340,7 @@ size_t ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pP
// find accessor
input.mResolved = &ResolveLibraryReference( mAccessorLibrary, input.mAccessor);
// resolve accessor's data pointer as well, if neccessary
// resolve accessor's data pointer as well, if necessary
const Accessor* acc = input.mResolved;
if( !acc->mData)
acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
@ -2876,7 +2876,7 @@ void ColladaParser::ReadScene()
if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
if( IsElement( "instance_visual_scene"))
{
// should be the first and only occurence
// should be the first and only occurrence
if( mRootNode)
ThrowException( "Invalid scene containing multiple root nodes in <instance_visual_scene> element");

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@ -175,7 +175,7 @@ void DXFImporter::InternReadFile( const std::string& pFile,
}
// skip unneeded sections entirely to avoid any problems with them
// alltogether.
// altogether.
else if (reader.Is(2,"CLASSES") || reader.Is(2,"TABLES")) {
SkipSection(reader);
continue;

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@ -191,7 +191,7 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
// 32 bit int
case 'I':
// <- fall thru
// <- fall through
// float
case 'F':

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@ -354,7 +354,7 @@ void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scop
// sometimes, there will be only negative entries. Drop the material
// layer in such a case (I guess it means a default material should
// be used). This is what the converter would do anyway, and it
// avoids loosing the material if there are more material layers
// avoids losing the material if there are more material layers
// coming of which at least one contains actual data (did observe
// that with one test file).
const size_t count_neg = std::count_if(temp_materials.begin(),temp_materials.end(),std::bind2nd(std::less<int>(),0));

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@ -74,7 +74,7 @@ const char* TokenTypeString(TokenType t);
* @param prefix Message prefix to be preprended to the location info.
* @param text Message text
* @param line Line index, 1-based
* @param column Colum index, 1-based
* @param column Column index, 1-based
* @return A string of the following format: {prefix} (offset 0x{offset}) {text}*/
std::string AddOffset(const std::string& prefix, const std::string& text, unsigned int offset);
@ -84,7 +84,7 @@ std::string AddOffset(const std::string& prefix, const std::string& text, unsign
* @param prefix Message prefix to be preprended to the location info.
* @param text Message text
* @param line Line index, 1-based
* @param column Colum index, 1-based
* @param column Column index, 1-based
* @return A string of the following format: {prefix} (line {line}, col {column}) {text}*/
std::string AddLineAndColumn(const std::string& prefix, const std::string& text, unsigned int line, unsigned int column);

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@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file FileSystemFilter.h
* Implements a filter system to filter calls to Exists() and Open()
* in order to improve the sucess rate of file opening ...
* in order to improve the success rate of file opening ...
*/
#ifndef AI_FILESYSTEMFILTER_H_INC
#define AI_FILESYSTEMFILTER_H_INC

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@ -604,7 +604,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
FreeScene();
}
// First check if the file is accessable at all
// First check if the file is accessible at all
if( !pimpl->mIOHandler->Exists( pFile)) {
pimpl->mErrorString = "Unable to open file \"" + pFile + "\".";
@ -723,7 +723,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
catch (std::exception &e)
{
#if (defined _MSC_VER) && (defined _CPPRTTI)
// if we have RTTI get the full name of the exception that occured
// if we have RTTI get the full name of the exception that occurred
pimpl->mErrorString = std::string(typeid( e ).name()) + ": " + e.what();
#else
pimpl->mErrorString = std::string("std::exception: ") + e.what();

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@ -166,7 +166,7 @@ public:
// -------------------------------------------------------------------
/** Construct a batch loader from a given IO system to be used
* to acess external files */
* to access external files */
explicit BatchLoader(IOSystem* pIO);
~BatchLoader();

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@ -192,8 +192,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// Position mismatch is impossible - the vertex finder already discarded all non-matching positions
// We just test the other attributes even if they're not present in the mesh.
// In this case they're initialized to 0 so the comparision succeeds.
// By this method the non-present attributes are effectively ignored in the comparision.
// In this case they're initialized to 0 so the comparison succeeds.
// By this method the non-present attributes are effectively ignored in the comparison.
if( (uv.normal - v.normal).SquareLength() > squareEpsilon)
continue;
if( (uv.texcoords[0] - v.texcoords[0]).SquareLength() > squareEpsilon)
@ -265,7 +265,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
}
else
{
// no unique vertex matches it upto now -> so add it
// no unique vertex matches it up to now -> so add it
replaceIndex[a] = (unsigned int)uniqueVertices.size();
uniqueVertices.push_back( v);
}

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@ -112,7 +112,7 @@ void LWOImporter::LoadLWOBPolygons(unsigned int length)
LE_NCONST uint16_t* const end = (LE_NCONST uint16_t*)(mFileBuffer+length);
LE_NCONST uint16_t* cursor = (LE_NCONST uint16_t*)mFileBuffer;
// perform endianess conversions
// perform endianness conversions
#ifndef AI_BUILD_BIG_ENDIAN
while (cursor < end)ByteSwap::Swap2(cursor++);
cursor = (LE_NCONST uint16_t*)mFileBuffer;
@ -256,8 +256,8 @@ void LWOImporter::LoadLWOBSurface(unsigned int size)
LWO::Texture* pTex = NULL;
GetS0(surf.mName,size);
bool runnning = true;
while (runnning) {
bool running = true;
while (running) {
if (mFileBuffer + 6 >= end)
break;

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@ -765,7 +765,7 @@ void LWOImporter::LoadLWOPoints(unsigned int length)
}
else mCurLayer->mTempPoints.resize( regularSize );
// perform endianess conversions
// perform endianness conversions
#ifndef AI_BUILD_BIG_ENDIAN
for (unsigned int i = 0; i < length>>2;++i)
ByteSwap::Swap4( mFileBuffer + (i << 2));

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@ -125,7 +125,7 @@ public:
mWeight = pWeight;
}
/** Comparision operator to sort bone weights by descending weight */
/** Comparison operator to sort bone weights by descending weight */
bool operator < (const Weight& pWeight) const
{
return mWeight > pWeight.mWeight;

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@ -305,7 +305,7 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
b &= 0xff;
((unsigned char*)&p_iOut)[0] = b; // longitude
((unsigned char*)&p_iOut)[1] = a; // lattitude
((unsigned char*)&p_iOut)[1] = a; // latitude
}
}

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@ -763,7 +763,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
pcHeader = (BE_NCONST MD3::Header*)mBuffer;
// Ensure correct endianess
// Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN
AI_SWAP4(pcHeader->VERSION);
@ -832,7 +832,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
unsigned int iNumMaterials = 0;
while (iNum-- > 0) {
// Ensure correct endianess
// Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN
AI_SWAP4(pcSurfaces->FLAGS);
@ -965,7 +965,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
pcMesh->mMaterialIndex = iNumMaterials++;
// Ensure correct endianess
// Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i) {

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@ -406,7 +406,7 @@ MD5AnimParser::MD5AnimParser(SectionList& mSections)
desc.mValues.reserve(mNumAnimatedComponents);
}
// now read all elements (continous list of floats)
// now read all elements (continuous list of floats)
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
const char* sz = (*eit).szStart;
while (SkipSpacesAndLineEnd(&sz)) {

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@ -370,14 +370,14 @@ public:
// -------------------------------------------------------------------
/** Report a specific error message and throw an exception
* @param error Error message to be reported
* @param line Index of the line where the error occured
* @param line Index of the line where the error occurred
*/
AI_WONT_RETURN static void ReportError (const char* error, unsigned int line) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
/** Report a specific warning
* @param warn Warn message to be reported
* @param line Index of the line where the error occured
* @param line Index of the line where the error occurred
*/
static void ReportWarning (const char* warn, unsigned int line);

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@ -1290,7 +1290,7 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
iMatIndex2 = iNumMaterials-1;
}
// do a slow seach in the list ...
// do a slow search in the list ...
iNum = 0;
bool bFound = false;
for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin();i != avMats.end();++i,++iNum){

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@ -60,7 +60,7 @@ using namespace Assimp;
static aiTexel* const bad_texel = reinterpret_cast<aiTexel*>(SIZE_MAX);
// ------------------------------------------------------------------------------------------------
// Find a suitable pallette file or take teh default one
// Find a suitable pallette file or take the default one
void MDLImporter::SearchPalette(const unsigned char** pszColorMap)
{
// now try to find the color map in the current directory
@ -129,7 +129,7 @@ aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture* pcTexture)
// Read a texture from a MDL3 file
void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData)
{
const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
pcHeader->skinheight);
@ -178,7 +178,7 @@ void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
{
ai_assert(NULL != piSkip);
const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
if (iType == 1 || iType > 3)
{

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@ -262,7 +262,7 @@ void NDOImporter::InternReadFile( const std::string& pFile,
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces=face_table.size()];
vertices.clear();
vertices.reserve(4 * face_table.size()); // arbitrarily choosen
vertices.reserve(4 * face_table.size()); // arbitrarily chosen
for_each(FaceTable::value_type& v, face_table) {
indices.clear();

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@ -388,7 +388,7 @@ bool PLY::Element::ParseElement (const char* pCur,
if (!SkipSpaces(&pCur))return false;
//parse the number of occurences of this element
//parse the number of occurrences of this element
pOut->NumOccur = strtoul10(pCur,&pCur);
// go to the next line
@ -854,7 +854,7 @@ bool PLY::PropertyInstance::ParseValueBinary(
out->iUInt = (uint32_t)*((uint32_t*)pCur);
pCur += 4;
// Swap endianess
// Swap endianness
if (p_bBE)ByteSwap::Swap((int32_t*)&out->iUInt);
break;
@ -862,7 +862,7 @@ bool PLY::PropertyInstance::ParseValueBinary(
{
uint16_t i = *((uint16_t*)pCur);
// Swap endianess
// Swap endianness
if (p_bBE)ByteSwap::Swap(&i);
out->iUInt = (uint32_t)i;
pCur += 2;
@ -880,7 +880,7 @@ bool PLY::PropertyInstance::ParseValueBinary(
out->iInt = *((int32_t*)pCur);
pCur += 4;
// Swap endianess
// Swap endianness
if (p_bBE)ByteSwap::Swap(&out->iInt);
break;
@ -888,7 +888,7 @@ bool PLY::PropertyInstance::ParseValueBinary(
{
int16_t i = *((int16_t*)pCur);
// Swap endianess
// Swap endianness
if (p_bBE)ByteSwap::Swap(&i);
out->iInt = (int32_t)i;
pCur += 2;
@ -904,7 +904,7 @@ bool PLY::PropertyInstance::ParseValueBinary(
{
out->fFloat = *((float*)pCur);
// Swap endianess
// Swap endianness
if (p_bBE)ByteSwap::Swap((int32_t*)&out->fFloat);
pCur += 4;
break;
@ -913,7 +913,7 @@ bool PLY::PropertyInstance::ParseValueBinary(
{
out->fDouble = *((double*)pCur);
// Swap endianess
// Swap endianness
if (p_bBE)ByteSwap::Swap((int64_t*)&out->fDouble);
pCur += 8;
break;

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file SMDLoader.h
* @brief Defintion of the Valve SMD file format
* @brief Definition of the Valve SMD file format
*/
#ifndef AI_SMDLOADER_H_INCLUDED

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@ -406,7 +406,7 @@ bool STLImporter::LoadBinaryFile()
}
bool bIsMaterialise = false;
// search for an occurence of "COLOR=" in the header
// search for an occurrence of "COLOR=" in the header
const unsigned char* sz2 = (const unsigned char*)mBuffer;
const unsigned char* const szEnd = sz2+80;
while (sz2 < szEnd) {

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@ -273,7 +273,7 @@ public:
/** Merges two or more materials
*
* The materials should be complementary as much as possible. In case
* of a property present in different materials, the first occurence
* of a property present in different materials, the first occurrence
* is used.
*
* @param dest Destination material. Must be empty.
@ -323,7 +323,7 @@ public:
* the master graph), a scene is attached to the root of the master
* graph (as an additional child node)
* @duplicates List of duplicates. If elem[n] == n the scene is not
* a duplicate. Otherwise elem[n] links scene n to its first occurence.
* a duplicate. Otherwise elem[n] links scene n to its first occurrence.
*/
static void AttachToGraph ( aiScene* master,
std::vector<NodeAttachmentInfo>& srcList);

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@ -234,7 +234,7 @@ namespace {
} // namespace
// ------------------------------------------------------------------------------------------------
// Fills an array with indices of all positions indentical to the given position. In opposite to
// Fills an array with indices of all positions identical to the given position. In opposite to
// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
std::vector<unsigned int>& poResults) const

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@ -121,7 +121,7 @@ public:
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
/** Fills an array with indices of all positions indentical to the given position. In
/** Fills an array with indices of all positions identical to the given position. In
* opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
* four floating-point units.
* @param pPosition The position to look for vertices.

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@ -182,7 +182,7 @@ public:
// ----------------------------------------------------------------
/** @brief Generates a flat circle
*
* The circle is constructed in the planed formed by the x,z
* The circle is constructed in the planned formed by the x,z
* axes of the cartesian coordinate system.
*
* @param radius Radius of the circle

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@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Defines the StreamReader class which reads data from
* a binary stream with a well-defined endianess. */
* a binary stream with a well-defined endianness. */
#ifndef AI_STREAMREADER_H_INCLUDED
#define AI_STREAMREADER_H_INCLUDED
@ -57,9 +57,9 @@ namespace Assimp {
/** Wrapper class around IOStream to allow for consistent reading of binary data in both
* little and big endian format. Don't attempt to instance the template directly. Use
* StreamReaderLE to read from a little-endian stream and StreamReaderBE to read from a
* BE stream. The class expects that the endianess of any input data is known at
* BE stream. The class expects that the endianness of any input data is known at
* compile-time, which should usually be true (#BaseImporter::ConvertToUTF8 implements
* runtime endianess conversions for text files).
* runtime endianness conversions for text files).
*
* XXX switch from unsigned int for size types to size_t? or ptrdiff_t?*/
// --------------------------------------------------------------------------------------------
@ -79,7 +79,7 @@ public:
// ---------------------------------------------------------------------
/** Construction from a given stream with a well-defined endianess.
/** Construction from a given stream with a well-defined endianness.
*
* The StreamReader holds a permanent strong reference to the
* stream, which is released upon destruction.
@ -88,7 +88,7 @@ public:
* reads from the current position to the end of the stream.
* @param le If @c RuntimeSwitch is true: specifies whether the
* stream is in little endian byte order. Otherwise the
* endianess information is contained in the @c SwapEndianess
* endianness information is contained in the @c SwapEndianess
* template parameter and this parameter is meaningless. */
StreamReader(boost::shared_ptr<IOStream> stream, bool le = false)
: stream(stream)

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@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Defines the StreamWriter class which writes data to
* a binary stream with a well-defined endianess. */
* a binary stream with a well-defined endianness. */
#ifndef AI_STREAMWRITER_H_INCLUDED
#define AI_STREAMWRITER_H_INCLUDED
@ -57,7 +57,7 @@ namespace Assimp {
/** Wrapper class around IOStream to allow for consistent writing of binary data in both
* little and big endian format. Don't attempt to instance the template directly. Use
* StreamWriterLE to read from a little-endian stream and StreamWriterBE to read from a
* BE stream. Alternatively, there is StreamWriterAny if the endianess of the output
* BE stream. Alternatively, there is StreamWriterAny if the endianness of the output
* stream is to be determined at runtime.
*/
// --------------------------------------------------------------------------------------------
@ -71,7 +71,7 @@ class StreamWriter
public:
// ---------------------------------------------------------------------
/** Construction from a given stream with a well-defined endianess.
/** Construction from a given stream with a well-defined endianness.
*
* The StreamReader holds a permanent strong reference to the
* stream, which is released upon destruction.
@ -79,7 +79,7 @@ public:
continues at the current position of the stream cursor.
* @param le If @c RuntimeSwitch is true: specifies whether the
* stream is in little endian byte order. Otherwise the
* endianess information is defined by the @c SwapEndianess
* endianness information is defined by the @c SwapEndianess
* template parameter and this parameter is meaningless. */
StreamWriter(boost::shared_ptr<IOStream> stream, bool le = false)
: stream(stream)

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@ -126,7 +126,7 @@ void TerragenImporter::InternReadFile( const std::string& pFile,
if( file == NULL)
throw DeadlyImportError( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
// Construct a stream reader to read all data in the correct endianess
// Construct a stream reader to read all data in the correct endianness
StreamReaderLE reader(file);
if(reader.GetRemainingSize() < 16)
throw DeadlyImportError( "TER: file is too small" );

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@ -554,7 +554,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
}
}
// Print some detailled statistics into the log
// Print some detailed statistics into the log
if (!DefaultLogger::isNullLogger()) {
if (transformedChannels) {

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@ -668,7 +668,7 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
sz[sExt] = '\0';
}
// convert to lower case for easier comparision
// convert to lower case for easier comparison
for( unsigned int c = 0; c < sz.length(); c++)
if( isalpha( sz[c]))
sz[c] = tolower( sz[c]);

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@ -1298,7 +1298,7 @@ unsigned int XFileParser::ReadInt()
// TODO: consider using strtol10 instead???
// check preceeding minus sign
// check preceding minus sign
bool isNegative = false;
if( *P == '-')
{
@ -1453,7 +1453,7 @@ AI_WONT_RETURN void XFileParser::ThrowException( const std::string& pText)
void XFileParser::FilterHierarchy( XFile::Node* pNode)
{
// if the node has just a single unnamed child containing a mesh, remove
// the anonymous node inbetween. The 3DSMax kwXport plugin seems to produce this
// the anonymous node between. The 3DSMax kwXport plugin seems to produce this
// mess in some cases
if( pNode->mChildren.size() == 1 && pNode->mMeshes.empty() )
{

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@ -98,7 +98,7 @@ more work. Both ways are described at the @link install Installation page. @endl
When you're done integrating the library into your IDE / project, you can now start using it. There are two separate
interfaces by which you can access the library: a C++ interface and a C interface using flat functions. While the former
is easier to handle, the latter also forms a point where other programming languages can connect to. Upto the moment, though,
is easier to handle, the latter also forms a point where other programming languages can connect to. Up to the moment, though,
there are no bindings for any other language provided. Have a look at the @link usage Usage page @endlink for a detailed explanation and code examples.
@section main_data Data Structures
@ -137,7 +137,7 @@ If you develop at Visual Studio 2005 or 2008, you can simply use the pre-built l
Extract all files to a place of your choice. A directory called "assimp" will be created there. Add the assimp/include path
to your include paths (Menu-&gt;Extras-&gt;Options-&gt;Projects and Solutions-&gt;VC++ Directories-&gt;Include files)
and the assimp/lib/&lt;Compiler&gt; path to your linker paths (Menu-&gt;Extras-&gt;Options-&gt;Projects and Solutions-&gt;VC++ Directories-&gt;Library files).
This is neccessary only once to setup all paths inside you IDE.
This is necessary only once to setup all paths inside you IDE.
To use the library in your C++ project you have to include either &lt;assimp/Importer.hpp&gt; or &lt;assimp/cimport.h&gt; plus some others starting with &lt;types.h&gt;.
If you set up your IDE correctly the compiler should be able to find the files. Then you have to add the linker library to your
@ -310,7 +310,7 @@ bool DoTheImportThing( const std::string& pFile)
@endcode
What exactly is read from the files and how you interpret it is described at the @ref data page. @endlink The post processing steps that the assimp library can apply to the
imported data are listed at #aiPostProcessSteps. See the @ref pp Post proccessing page for more details.
imported data are listed at #aiPostProcessSteps. See the @ref pp Post processing page for more details.
Note that the aiScene data structure returned is declared 'const'. Yes, you can get rid of
these 5 letters with a simple cast. Yes, you may do that. No, it's not recommended (and it's
@ -660,7 +660,7 @@ an index into this array.
An aiMesh is defined by a series of data channels. The presence of these data channels is defined
by the contents of the imported file: by default there are only those data channels present in the mesh
that were also found in the file. The only channels guarenteed to be always present are aiMesh::mVertices
that were also found in the file. The only channels guaranteed to be always present are aiMesh::mVertices
and aiMesh::mFaces. You can test for the presence of other data by testing the pointers against NULL
or use the helper functions provided by aiMesh. You may also specify several post processing flags
at Importer::ReadFile() to let assimp calculate or recalculate additional data channels for you.
@ -753,7 +753,7 @@ both Direct3D and OpenGL (swizzling the order of the color components might be n
RGBA8888 has been chosen because it is well-known, easy to use and natively
supported by nearly all graphics APIs.
<br>
<b>2)</b> This applies if aiTexture::mHeight == 0 is fullfilled. Then, texture is stored in a
<b>2)</b> This applies if aiTexture::mHeight == 0 is fulfilled. Then, texture is stored in a
"compressed" format such as DDS or PNG. The term "compressed" does not mean that the
texture data must actually be compressed, however the texture was found in the
model file as if it was stored in a separate file on the harddisk. Appropriate
@ -780,7 +780,7 @@ presence of certain properties in a material and retrieve their values.
@section mat_tex Textures
Textures are organized in stacks, each stack being evaluated independently. The final color value from a particular texture stack is used in the shading equation. For example, the computed color value of the diffuse texture stack (aiTextureType_DIFFUSE) is multipled with the amount of incoming diffuse light to obtain the final diffuse color of a pixel.
Textures are organized in stacks, each stack being evaluated independently. The final color value from a particular texture stack is used in the shading equation. For example, the computed color value of the diffuse texture stack (aiTextureType_DIFFUSE) is multiplied with the amount of incoming diffuse light to obtain the final diffuse color of a pixel.
@code
@ -938,7 +938,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
<td><tt>TEXBLEND(t,n)</tt></td>
<td>float</td>
<td>n/a</td>
<td>Defines the strength the n'th texture on the stack 't'. All color components (rgb) are multipled with this factor *before* any further processing is done.</td>
<td>Defines the strength the n'th texture on the stack 't'. All color components (rgb) are multiplied with this factor *before* any further processing is done.</td>
<td>-</td>
</tr>
@ -1466,7 +1466,7 @@ The skeleton file must have the same name as the mesh file, e.g. fish.mesh.xml a
The material file can have the same name as the mesh file (if the file is model.mesh or model.mesh.xml the
loader will try to load model.material),
or you can use Importer::Importer::SetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "materiafile.material")
to specify the name of the material file. This is especially usefull if multiply materials a stored in a single file.
to specify the name of the material file. This is especially useful if multiply materials a stored in a single file.
The importer will first try to load the material with the same name as the mesh and only if this can't be open try
to load the alternate material file. The default material filename is "Scene.material".
@ -1574,7 +1574,7 @@ But the general rule of thumb is <i>be strict in what you write and tolerant in
<ul>
<li>
Take care of endianess issues! Assimp importers mostly support big-endian platforms, which define the <tt>AI_BUILD_BIG_ENDIAN</tt> constant.
Take care of endianness issues! Assimp importers mostly support big-endian platforms, which define the <tt>AI_BUILD_BIG_ENDIAN</tt> constant.
See the next section for a list of utilities to simplify this task.
</li>
<li>

View File

@ -73,7 +73,7 @@
* include stdint.h. The hope is that one or the other can be
* used with no real difference.
*
* 5) In the current verison, if your platform can't represent
* 5) In the current version, if your platform can't represent
* int32_t, int16_t and int8_t, it just dumps out with a compiler
* error.
*

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@ -464,7 +464,7 @@ public:
/** @brief Reads the given file and returns its contents if successful.
*
* This function is provided for backward compatibility.
* See the const char* version for detailled docs.
* See the const char* version for detailed docs.
* @see ReadFile(const char*, pFlags) */
const aiScene* ReadFile(
const std::string& pFile,

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@ -409,7 +409,7 @@ namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Utility class to simplify interpolations of various data types.
*
* The type of interpolation is choosen automatically depending on the
* The type of interpolation is chosen automatically depending on the
* types of the arguments. */
template <typename T>
struct Interpolator

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@ -103,7 +103,7 @@ enum aiTextureOp
// ---------------------------------------------------------------------------
/** @brief Defines how UV coordinates outside the [0...1] range are handled.
*
* Commonly refered to as 'wrapping mode'.
* Commonly referred to as 'wrapping mode'.
*/
enum aiTextureMapMode
{

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@ -522,7 +522,7 @@ struct aiMesh
* mixed primitive types (i.e. lines and triangles) may have
* normals, but the normals for vertices that are only referenced by
* point or line primitives are undefined and set to qNaN. See
* the #mNormals member for a detailled discussion of qNaNs.
* the #mNormals member for a detailed discussion of qNaNs.
* @note If the mesh contains tangents, it automatically also
* contains bitangents.
*/

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Android implementation of IOSystem using the standard C file functions.
* Aimed to ease the acces to android assets */
* Aimed to ease the access to android assets */
#if __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT)
#ifndef AI_ANDROIDJNIIOSYSTEM_H_INC

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@ -6,6 +6,6 @@ All possible errors.
class AssimpError(BaseException):
"""
If an internal error occures.
If an internal error occurs.
"""
pass

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@ -568,7 +568,7 @@ class Mesh(Structure):
# normals, but the normals for vertices that are only referenced by
# point or line primitives are undefined and set to qNaN. See
# the
#mNormals member for a detailled discussion of qNaNs.
#mNormals member for a detailed discussion of qNaNs.
# @note If the mesh contains tangents, it automatically also
# contains bitangents (the bitangent is just the cross product of
# tangent and normal vectors).

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@ -607,7 +607,7 @@ extern ( C ) {
* <code>aiGetMaterialTextureCount()</code> can be used to determine
* the number of textures in a particular texture stack.
* path = Receives the output path. null is not a valid value.
* mapping = Recieves the texture mapping mode to be used.
* mapping = Receives the texture mapping mode to be used.
* Pass null if you are not interested in this information.
* uvindex = For UV-mapped textures: receives the index of the UV source
* channel. Unmodified otherwise. Pass null if you are not interested

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@ -110,7 +110,7 @@ extern ( C ) {
* Defines how UV coordinates outside the <code>[0..1]</code> range are
* handled.
*
* Commonly refered to as 'wrapping mode'.
* Commonly referred to as 'wrapping mode'.
*/
enum aiTextureMapMode : uint {
/**

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@ -71,7 +71,7 @@ extern( C ) {
/**
* Represents a row-major 3x3 matrix
*
* There is much confusion about matrix layouts (colum vs. row order). This
* There is much confusion about matrix layouts (column vs. row order). This
* is <em>always</em> a row-major matrix, even when using the
* <code>ConvertToLeftHanded</code> post processing step.
*/
@ -84,7 +84,7 @@ extern( C ) {
/**
* Represents a row-major 3x3 matrix
*
* There is much confusion about matrix layouts (colum vs. row order). This
* There is much confusion about matrix layouts (column vs. row order). This
* is <em>always</em> a row-major matrix, even when using the
* <code>ConvertToLeftHanded</code> post processing step.
*/

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@ -115,7 +115,7 @@ extern ( C ) {
uint mNumIndices;
/**
* Array of the indicies defining the face.
* Array of the indices defining the face.
*
* The size is given in <code>mNumIndices</code>.
*/
@ -205,7 +205,7 @@ extern ( C ) {
*
* A triangle is a polygon, but in this context, polygon means
* "all polygons that are not triangles". The <code>Triangulate</code>
* post processing step is provided for your convinience, it splits all
* post processing step is provided for your convenience, it splits all
* polygons in triangles (which are much easier to handle).
*/
POLYGON = 0x8
@ -403,7 +403,7 @@ extern ( C ) {
/**
* The faces the mesh is contstructed from.
*
* Each face referrs to a number of vertices by their indices.
* Each face refers to a number of vertices by their indices.
* This array is always present in a mesh, its size is given
* in <code>mNumFaces</code>. If the
* <code>AI_SCENE_FLAGS_NON_VERBOSE_FORMAT</code> is <em>not</em> set,

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@ -44,7 +44,7 @@ package jassimp;
/**
* Defines how UV coordinates outside the [0...1] range are handled.<p>
*
* Commonly refered to as 'wrapping mode'.
* Commonly referred to as 'wrapping mode'.
*/
public enum AiTextureMapMode {
/**

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@ -10,7 +10,7 @@ namespace Assimp {
%ignore Importer::GetExtensionList(std::string& szOut);
%ignore Importer::IsExtensionSupported(const std::string& szExtension);
// These are only neccessary for extending Assimp with custom importers or post
// These are only necessary for extending Assimp with custom importers or post
// processing steps, which would require wrapping the internal BaseImporter and
// BaseProcess classes.
%ignore Importer::RegisterLoader(BaseImporter* pImp);

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@ -384,7 +384,7 @@
* il_jpeg.c:53: Added check for IL_USE_IJL.
* il_exr.cpp:319,329: Changed to write functions instead of read.
* il_files.c: Added iSetOutputFake.
* il_files.c (iSetOutputLump): Added check for NULL to accomodate ilDetermineSize function.
* il_files.c (iSetOutputLump): Added check for NULL to accommodate ilDetermineSize function.
* il_hdr.c:457: Changed from char* to ILbyte*.
* il_icns.h:24,30: Changed from ILbyte to char.
* il_size.c: Added #ifdefs for when user has declared IL_NO_XXX. Changed error to ENUM instead of PARAM.
@ -410,7 +410,7 @@
* il_pic.c (readScanline):294-295: Added check for alpha channel.
* il_pic.c: Added ilSetError calls throughout.
* il_sgi.c (iLoadSgiInternal): Fixed bug #1060946 - Removed IL_LUMINANCE_ALPHA filetype.
* WindowsTest.cpp:52,53: Changed border size to accomodate Windows Vista/7.
* WindowsTest.cpp:52,53: Changed border size to accommodate Windows Vista/7.
* il_endian.h:20: Changed to give __BIG_ENDIAN__ a value of 1. The Google cached page of
http://74.125.47.132/search?q=cache:YfSl36C2pAQJ:patch-tracking.debian.net/patch/series/view/devil/1.7.2-1/00_endian_and_ILvoid_fixes.diff+devil+big+endian&hl=en&ct=clnk&cd=11&gl=us&lr=lang_en
has this patch (Nov. 24, 2008 cache).
@ -597,7 +597,7 @@ Up to 2009-01-02 (since 1.7.5 release) Denton Woods <doomwiz@users.sf.net>
* Fixed bug in iRegisterLoad (https://sourceforge.net/forum/message.php?msg_id=5973761).
* Changed seek functions in il_files.c to return ILint.
* Added rpcsal.h and sal.h #includes to ilut.h for DX10.
* Added IL_MAX_QUANT_INDICES to use instead of IL_MAX_QUANT_INDEXS (mispelled).
* Added IL_MAX_QUANT_INDICES to use instead of IL_MAX_QUANT_INDEXS (misspelled).
* Added WBMP support (loading and saving).
* EXR files can now be loaded as file streams and lumps.
* Changed iNeuQuant to take number of colors in palette.

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@ -57,7 +57,7 @@
//
// sorry just
// cant get this one to work under windows
// can't get this one to work under windows
// have disabled for the now
//
// will look at it some more later

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@ -59,7 +59,7 @@
//
// sorry just
// cant get this one to work under windows
// can't get this one to work under windows
// have disabled for the now
//
// will look at it some more later

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@ -7,7 +7,7 @@
//
// sorry just
// cant get this one to work under windows
// can't get this one to work under windows
// have disabled for the now
//
// will look at it some more later

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@ -486,7 +486,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeS
for (unsigned int a = 0; a < nidx; ++a)
{
// if(mesh->mFaces[x].mNumIndices != 3)
// NSLog(@"whoa dont have 3 indices...");
// NSLog(@"whoa don't have 3 indices...");
*indices++ = mesh->mFaces[x].mIndices[a];
}

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@ -234,14 +234,14 @@ int LoadGLTextures(const aiScene* scene)
std::string fileloc = basepath + filename; /* Loading of image */
success = ilLoadImage(fileloc.c_str());
if (success) /* If no error occured: */
if (success) /* If no error occurred: */
{
// Convert every colour component into unsigned byte.If your image contains
// alpha channel you can replace IL_RGB with IL_RGBA
success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE);
if (!success)
{
/* Error occured */
/* Error occurred */
abortGLInit("Couldn't convert image");
return -1;
}
@ -264,7 +264,7 @@ int LoadGLTextures(const aiScene* scene)
}
else
{
/* Error occured */
/* Error occurred */
MessageBox(NULL, ("Couldn't load Image: " + fileloc).c_str() , "ERROR", MB_OK | MB_ICONEXCLAMATION);
}
}

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@ -230,7 +230,7 @@ CHANGES/FIXES:
(Oct 3, '01)
x Fixed bug in getVisualInfoFromString(): visuals not reloaded on
display mode change. Reload visuals each time they are queried.
This fixes a problem with Win32 because the list of availabe Visuals
This fixes a problem with Win32 because the list of available Visuals
(Pixelformats) changes after a change in displaymode. The problem
occurs when switching to gamemode and back. Thanks to Michael
Wimmer for pointing this out & providing the fix.
@ -435,7 +435,7 @@ CHANGES/FIXES:
by the structure that I used in the previous port of GLUT.
Therefore I decided that it would be best to "get back to
the roots". I re-implemented most of glut trying to stick
with the structure layed out by Mark. The result is a much
with the structure laid out by Mark. The result is a much
more stable version that passes ALL (!) (except overlay)
the tests provided by Mark. In addition, this new
structure will allow future enhancements by Mark to be
@ -492,7 +492,7 @@ CHANGES/FIXES:
x I don't know if this is avoidable. If you have a tight rendering
loop, it may be that the processor time is going to be sucked up
no matter what. You can add a sleep() to the end of your render
loop if you would like to yeild to other processes and you don't
loop if you would like to yield to other processes and you don't
care too much about the speed of your rendering loop. If you have
Hardware that supports OpenGL (like a 3Dpro card, or GLint card)
then this should be less of a problem, since it won't be rendering

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@ -1,2 +1,2 @@
cgtextures.com - free, even for commercial use. See the licensing conditions and the FAQ the site for mroe details.
cgtextures.com - free, even for commercial use. See the licensing conditions and the FAQ the site for more details.
Great source for free textures, btw!

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@ -72,7 +72,7 @@ makes it reasonably easy to locate the offending field.
---------------------------------------------------------------------------------
As mentioned above, floating-point inaccuracies between differently optimized
builds are not considered regressions and all float comparisons done by the test
suite involve an epsilon to accomodate. However compiler settings that allow
suite involve an epsilon to accommodate. However compiler settings that allow
compilers to perform non-IEEE754 compliant optimizations can cause arbitrary
failures in the test suite. Even if the compiler is configured to be IEE754
comformant, there is lots of code in assimp that leaves the compiler a choice

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@ -1104,7 +1104,7 @@ int CDisplay::OnSetup(HTREEITEM p_hTreeItem)
return OnSetupTextureView(pcNew);
}
// seach the node list
// search the node list
for (std::vector<NodeInfo>::iterator i = m_asNodes.begin(); i != m_asNodes.end();++i){
if (p_hTreeItem == (*i).hTreeItem) {
pcNew2 = &(*i);
@ -1115,7 +1115,7 @@ int CDisplay::OnSetup(HTREEITEM p_hTreeItem)
return OnSetupNodeView(pcNew2);
}
// seach the material list
// search the material list
for (std::vector<MaterialInfo>::iterator i = m_asMaterials.begin();i != m_asMaterials.end();++i){
if (p_hTreeItem == (*i).hTreeItem){
pcNew3 = &(*i);

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@ -605,7 +605,7 @@ void CMaterialManager::HMtoNMIfNecessary(
*piTextureOut = piTexture;
// Lock the input texture and try to determine its type.
// Criterias:
// Criteria:
// - If r,g,b channel are identical it MUST be a height map
// - If one of the rgb channels is used and the others are empty it
// must be a height map, too.

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@ -194,7 +194,7 @@ enum EClickPos
{
// The click was inside the inner circle (x,y axis)
EClickPos_Circle,
// The click was inside one of tghe vertical snap-ins
// The click was inside one of the vertical snap-ins
EClickPos_CircleVert,
// The click was inside onf of the horizontal snap-ins
EClickPos_CircleHor,

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@ -21,7 +21,7 @@ LOCAL_CPP_FEATURES := exceptions
# but next breaks blender and other importer
# LOCAL_CFLAGS += -std=c++11
# cant be disabled? rudamentary function?
# can't be disabled? rudamentary function?
# -DASSIMP_BUILD_NO_FLIPWINDING_PROCESS \
#
DontBuildProcess = \