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Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@

// FILE: W3DFunctionLexicon.h /////////////////////////////////////////////////////////////////////
// Created: Colin Day, September 2001
// Desc: Function lexicon for w3d specific funtion pointers
// Desc: Function lexicon for w3d specific function pointers
///////////////////////////////////////////////////////////////////////////////////////////////////

#pragma once
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Expand Up @@ -398,7 +398,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface
/**
similar to the above, but assumes that the current state is a "ONCE",
and is smart about transition states... if there is a transition state
"inbetween", it is included in the completion time.
"in between", it is included in the completion time.
*/
virtual void setAnimationCompletionTime(UnsignedInt numFrames);

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Expand Up @@ -26,7 +26,7 @@
//
// FILE: W3DOverlordAircraftDraw.h
// Author: Mark Lorenzen, April 2003
// Desc: Units that recieve portable structure upgrades (like the Overlord Tank) have a super specific special need.
// Desc: Units that receive portable structure upgrades (like the Overlord Tank) have a super specific special need.
// He needs his rider to draw explicitly after him,
// and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain.
// In the case of aircraft (Helix, SpectreGunship, etc.) we need this draw module which mimics the OverlordTankDraw
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Expand Up @@ -22,7 +22,7 @@
// //
////////////////////////////////////////////////////////////////////////////////

// FIEL: W3DOverlordTankDraw.h ////////////////////////////////////////////////////////////////////////////
// FILE: W3DOverlordTankDraw.h ////////////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood, October 2002
// Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him,
// and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain.
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Expand Up @@ -22,7 +22,7 @@
// //
////////////////////////////////////////////////////////////////////////////////

// FIEL: W3DOverlordTruckDraw.h ////////////////////////////////////////////////////////////////////////////
// FILE: W3DOverlordTruckDraw.h ////////////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood, October 2002
// Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him,
// and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain.
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Expand Up @@ -22,7 +22,7 @@
// //
////////////////////////////////////////////////////////////////////////////////

// FIEL: W3DTankDraw.h ////////////////////////////////////////////////////////////////////////////
// FILE: W3DTankDraw.h ////////////////////////////////////////////////////////////////////////////
// Draw a tank
// Author: Michael S. Booth, October 2001
///////////////////////////////////////////////////////////////////////////////////////////////////
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Expand Up @@ -142,7 +142,7 @@ class W3DBufferManager
void freeAllSlots(void); ///<release all slots to pool.
void freeAllBuffers(void); ///<release all vertex buffers to pool.
void ReleaseResources(void); ///<release D3D/W3D resources.
Bool ReAcquireResources(void); ///<reaquire D3D/W3D resources.
Bool ReAcquireResources(void); ///<reacquire D3D/W3D resources.
///allows iterating over vertex buffers used by manager. Input of nullptr to get first.
W3DVertexBuffer *getNextVertexBuffer(W3DVertexBuffer *pVb, VBM_FVF_TYPES type)
{ if (pVb == nullptr)
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Expand Up @@ -86,7 +86,7 @@ class W3DDebugDisplay : public DebugDisplay
Int m_fontHeight;
DisplayString *m_displayString;

virtual void drawText( Int x, Int y, Char *text ); ///< Render null ternimated string at current cursor position
virtual void drawText( Int x, Int y, Char *text ); ///< Render null terminated string at current cursor position

};

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Expand Up @@ -25,7 +25,7 @@
// FILE: W3DDisplay.h /////////////////////////////////////////////////////////
//
// W3D Implementation for the W3D Display which is responsible for creating
// and maintaning the entire visual display
// and maintaining the entire visual display
//
// Author: Colin Day, April 2001
//
Expand Down Expand Up @@ -58,7 +58,7 @@ class W3DDisplay : public Display
W3DDisplay();
~W3DDisplay();

virtual void init( void ); ///< initialize or re-initialize the sytsem
virtual void init( void ); ///< initialize or re-initialize the system
virtual void reset( void ) ; ///< Reset system

virtual void setWidth( UnsignedInt width );
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Expand Up @@ -96,7 +96,7 @@ class W3DDisplayString : public DisplayString
Render2DSentenceClass m_textRenderer; ///< for drawing text
Render2DSentenceClass m_textRendererHotKey; ///< for drawing text
Bool m_textChanged; ///< when contents of string change this is TRUE
Bool m_fontChanged; ///< when font has chagned this is TRUE
Bool m_fontChanged; ///< when font has changed this is TRUE
UnicodeString m_hotkey; ///< holds the current hotkey marker.
Bool m_useHotKey;
ICoord2D m_hotKeyPos;
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Expand Up @@ -38,7 +38,7 @@
//
// Created: Colin Day, June 2001
//
// Desc: Implemtation details for various gadgets as they pertain to
// Desc: Implementation details for various gadgets as they pertain to
// W3D will go here
//
//-----------------------------------------------------------------------------
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Expand Up @@ -25,7 +25,7 @@
// FILE: W3DGameClient.h ///////////////////////////////////////////////////
//
// W3D implementation of the game interface. The GameClient is
// responsible for maintaining our drawbles, handling our GUI, and creating
// responsible for maintaining our drawables, handling our GUI, and creating
// the display ... basically the Client if this were a Client/Server game.
//
// Author: Colin Day, April 2001
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Expand Up @@ -38,7 +38,7 @@
//
// Created: Colin Day, June 2001
//
// Desc: W3D implemenations for the game windowing system
// Desc: W3D implementations for the game windowing system
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
Expand All @@ -56,7 +56,7 @@
// TYPE DEFINES ///////////////////////////////////////////////////////////////

// W3DGameWindow --------------------------------------------------------------
/** W3D implemenation for a game window */
/** W3D implementation for a game window */
// ----------------------------------------------------------------------------
class W3DGameWindow : public GameWindow
{
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Expand Up @@ -38,7 +38,7 @@
//
// Created: Mark Wilczynski, Jan 2002
//
// Desc: Generic Polgon operations.
// Desc: Generic Polygon operations.
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
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Expand Up @@ -110,7 +110,7 @@ class W3DProjectedShadow : public Shadow
~W3DProjectedShadow(void);
void setRenderObject( RenderObjClass *robj) {m_robj=robj;}
void setObjPosHistory(const Vector3 &pos) {m_lastObjPosition=pos;} ///<position of object when projection matrix was updated.
void setTexture(Int lightIndex,W3DShadowTexture *texture) {m_shadowTexture[lightIndex]=texture;} ///<textur with light's shadow
void setTexture(Int lightIndex,W3DShadowTexture *texture) {m_shadowTexture[lightIndex]=texture;} ///<texture with light's shadow
void update(void); ///<updates the texture and/or projection parameters when the object or light moves.
void init(void); ///<allocates local member variables used for projection
void updateTexture(Vector3 &lightPos); ///<updates the shadow texture image using render object and given light position.
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Expand Up @@ -124,7 +124,7 @@ class W3DVolumetricShadow : public Shadow
void updateMeshVolume(Int meshIndex, Int lightIndex, const Matrix3D *meshXform, const AABoxClass &meshBox, float floorZ);///<update shadow volume of this mesh.

// rendering interface
void RenderVolume(Int meshIndex, Int lightIndex); ///<renders a specifc volume from the model hierarchy
void RenderVolume(Int meshIndex, Int lightIndex); ///<renders a specific volume from the model hierarchy
///render single mesh which could belong to a larger hierarchy (optimized for static meshes).
void RenderMeshVolume(Int meshIndex, Int lightIndex, const Matrix3D *meshXform);
///render single mesh which could belong to a larger hierarchy (optimized for animated meshes).
Expand Down Expand Up @@ -176,8 +176,8 @@ class W3DVolumetricShadow : public Shadow

// silhouette building space
Short *m_silhouetteIndex[MAX_SHADOW_CASTER_MESHES]; // silhouette vertex index list, edges occur
// as disjoint pairs. The acutal size of this
// piece of memory must accomodate #vertices*2
// as disjoint pairs. The actual size of this
// piece of memory must accommodate #vertices*2
Short m_numSilhouetteIndices[MAX_SHADOW_CASTER_MESHES]; // total number of edge indices in the index
// array, these are pairs and therefore
// always a multiple of two
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Expand Up @@ -74,7 +74,7 @@ class DirectInputKeyboard : public Keyboard

// extend methods from the base class
virtual void init( void ); ///< initialize the keyboard, extending init functionality
virtual void reset( void ); ///< Reset the keybaord system
virtual void reset( void ); ///< Reset the keyboard system
virtual void update( void ); ///< update call, extending update functionality
virtual Bool getCapsState( void ); ///< get state of caps lock key, return TRUE if down

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Expand Up @@ -82,7 +82,7 @@ class DirectInputMouse : public Mouse
/// device implementation to get mouse event
virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush );

// new internal methods for our direct input implemetation
// new internal methods for our direct input implementation
void openMouse( void ); ///< create the direct input mouse
void closeMouse( void ); ///< close and release mouse resources
/// map direct input mouse data to our own format
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Expand Up @@ -2634,7 +2634,7 @@ void W3DModelDraw::recalcBonesForClientParticleSystems()
// and the direction, so that the system is oriented like the bone is
sys->rotateLocalTransformZ(rotation);

// Attatch it to the object...
// Attach it to the object...
sys->attachToDrawable(drawable);

// important: mark it as do-not-save, since we'll just re-create it when we reload.
Expand Down Expand Up @@ -3801,7 +3801,7 @@ void W3DModelDraw::setAnimationLoopDuration(UnsignedInt numFrames)
/**
similar to the above, but assumes that the current state is a "ONCE",
and is smart about transition states... if there is a transition state
"inbetween", it is included in the completion time.
"in between", it is included in the completion time.
*/
void W3DModelDraw::setAnimationCompletionTime(UnsignedInt numFrames)
{
Expand Down Expand Up @@ -4244,7 +4244,7 @@ void W3DModelDraw::xfer( Xfer *xfer )
int curMode, dummy3;
hlod->Peek_Animation_And_Info(dummy1, dummy3, curMode, dummy2);

// srj sez: do not change the animation mode. it's too risky, since if you change (say) a nonlooping
// srj sez: do not change the animation mode. it's too risky, since if you change (say) a non-looping
// to a looping, something might break since it could rely on that anim terminating.

// set animation data
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Expand Up @@ -26,7 +26,7 @@
//
// FILE: W3DOverlordAircraftDraw.h
// Author: Mark Lorenzen, April 2003
// Desc: Units that recieve portable structure upgrades (like the OverlordTnk) have a super specific special need.
// Desc: Units that receive portable structure upgrades (like the OverlordTnk) have a super specific special need.
// He needs his rider to draw explicitly after him,
// and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain.
// In the case of aircraft (Helix, SpectreGunship, etc.) we need this draw module which mimics the OverlordTnkDraw
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Expand Up @@ -22,7 +22,7 @@
// //
////////////////////////////////////////////////////////////////////////////////

// FIEL: W3DOverlordTankDraw.cpp ////////////////////////////////////////////////////////////////////////////
// FILE: W3DOverlordTankDraw.cpp ////////////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood, October 2002
// Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him,
// and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain.
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Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@
// //
////////////////////////////////////////////////////////////////////////////////

// FIEL: W3DOverlordTruckDraw.cpp ////////////////////////////////////////////////////////////////////////////
// FILE: W3DOverlordTruckDraw.cpp ////////////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood, October 2002
// Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him,
// and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain.
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Expand Up @@ -88,7 +88,7 @@ static void drawHiliteBar( const Image *left, const Image *right,
barWindowSize.y = endY - startY;

//
// the bar window size will always be at least big enough to accomodate
// the bar window size will always be at least big enough to accommodate
// the left and right ends
//
if( barWindowSize.x < left->getImageWidth() + right->getImageWidth() )
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Expand Up @@ -60,7 +60,7 @@

/** @todo: We're going to have a pool of a couple rendertargets to use
in rare cases when dynamic shadows need to be generated. Maybe we can
even get away with a single one that gets used immediatly to render, then
even get away with a single one that gets used immediately to render, then
recycled. For most of the objects, we need to have a static texture that
is reused for all instances on the level.

Expand Down Expand Up @@ -855,7 +855,7 @@ void W3DProjectedShadowManager::queueDecal(W3DProjectedShadow *shadow)
if (vecLength != 0.0f) //prevent divide by zero
{ uVector *= 1.0f/vecLength;
vVector = uVector;
vVector.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degress to get v vector.
vVector.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degrees to get v vector.
}
else
{
Expand All @@ -868,7 +868,7 @@ void W3DProjectedShadowManager::queueDecal(W3DProjectedShadow *shadow)
vVector.Set(0.0f,-1.0f,0.0f); //Point uvector in default direction

uVector = vVector;
uVector.Rotate_Z(1.0f,0.0f); //rotate v vector by 90 degress to get u vector.
uVector.Rotate_Z(1.0f,0.0f); //rotate v vector by 90 degrees to get u vector.
}

//Compute bounding box of projection
Expand Down Expand Up @@ -2132,7 +2132,7 @@ void W3DProjectedShadow::updateTexture(Vector3 &lightPos)
m_shadowProjector->Compute_Perspective_Projection(m_robj,objToLight);
m_shadowProjector->Set_Render_Target(TheW3DProjectedShadowManager->getRenderTarget());

//Set ambient to 0, so we get a black shadow on solid backgroud
//Set ambient to 0, so we get a black shadow on solid background

context=TheW3DProjectedShadowManager->getRenderContext();

Expand Down Expand Up @@ -2169,7 +2169,7 @@ void W3DProjectedShadow::updateTexture(Vector3 &lightPos)
m_shadowTexture[0]->getTexture()->Get_Level_Description(surface_desc);
//default shadow texture points along world -x axis (west). Rotate uv coordinates to fit actual light direction
Vector3 uVec = objectToLight * DECAL_TEXELS_PER_WORLD_UNIT / (float)surface_desc.Width;
objectToLight.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degress to get v vector.
objectToLight.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degrees to get v vector.
Vector3 vVec = objectToLight * DECAL_TEXELS_PER_WORLD_UNIT / (float)surface_desc.Height;

m_shadowTexture[0]->setDecalUVAxis(uVec, vVec);
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Expand Up @@ -898,7 +898,7 @@ if (!m_polyNeighbors) {

// buildPolygonNeighbors ======================================================
// Whenever we set a new geometry we want to build some information about
// the faces in the new geometry so that we can efficienty traverse across
// the faces in the new geometry so that we can efficiently traverse across
// the surface to neighboring polygons
// ============================================================================
void W3DShadowGeometryMesh::buildPolygonNeighbors( void )
Expand Down Expand Up @@ -934,7 +934,7 @@ void W3DShadowGeometryMesh::buildPolygonNeighbors( void )
// building our neighbor information for the very first time ...
// if our current geometry has a different number of polygons than
// we had previously calculated we need to delete and reallocate a
// new storate space for the neighbor information
// new storage space for the neighbor information
//
if( numPolys != m_numPolyNeighbors )
{
Expand Down Expand Up @@ -1105,7 +1105,7 @@ Bool W3DShadowGeometryMesh::allocateNeighbors( Int numPolys )

}

// list is now acutally allocated
// list is now actually allocated
m_numPolyNeighbors = numPolys;

return TRUE; // success!
Expand Down Expand Up @@ -3236,7 +3236,7 @@ void W3DVolumetricShadow::deleteShadowVolume( Int volumeIndex )
// resetShadowVolume ==========================================================
// Reset the contents of the shadow volume information. Since we're using
// a geometry class it would be ideal if these structures had a reset
// option where their resoures were released back to a pool rather than
// option where their resources were released back to a pool rather than
// delete and allocate new storage space
// ============================================================================
void W3DVolumetricShadow::resetShadowVolume( Int volumeIndex, Int meshIndex )
Expand Down Expand Up @@ -3273,7 +3273,7 @@ void W3DVolumetricShadow::resetShadowVolume( Int volumeIndex, Int meshIndex )
// allocateSilhouette =========================================================
// Allocate space for new silhouette storage, the number of vertices passed
// in is the total vertices in the model, a silhouette must be able to
// accomodate that as a series of disjoint edge pairs, otherwise known
// accommodate that as a series of disjoint edge pairs, otherwise known
// as numVertices * 2
// ============================================================================
Bool W3DVolumetricShadow::allocateSilhouette(Int meshIndex, Int numVertices )
Expand All @@ -3290,7 +3290,7 @@ Bool W3DVolumetricShadow::allocateSilhouette(Int meshIndex, Int numVertices )
if( m_silhouetteIndex[meshIndex] == nullptr )
{

// DBGPRINTF(( "Unable to allcoate silhouette storage '%d'\n", numEntries ));
// DBGPRINTF(( "Unable to allocate silhouette storage '%d'\n", numEntries ));
assert( 0 );
return FALSE;

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Expand Up @@ -35,7 +35,7 @@
//
// Module: Debug
//
// File name: W3DGameDevice/GameClisnt/W3DDebugDisplay.cpp
// File name: W3DGameDevice/GameClient/W3DDebugDisplay.cpp
//
// Created: 11/13/01 TR
//
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