[bspfile] Correct some typos in the documentation

This commit is contained in:
Bill Currie 2023-06-29 11:31:24 +09:00
parent 2a9e700c92
commit 2b2398b193

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@ -112,7 +112,7 @@ typedef struct lump_s {
\ingroup formats_bsp
*/
///@{
/** Holdes version and lump offset information.
/** Holds version and lump offset information.
Always at offset 0 of the BSP file.
*/
@ -186,7 +186,7 @@ typedef struct dmiptexlump_s {
The beginning of the name of the texture specifies some of the texture's
properties:
- sky The texture is used for the dual-layer skies. Expected
to be 256x128. Sky face get special treatment by the
to be 256x128. Sky faces get special treatment by the
renderer.
- * "Water" face. Texture-warped by the renderer. Usually
unlit (ie, always full-bright).
@ -195,6 +195,7 @@ typedef struct dmiptexlump_s {
the texture belongs and the texture's position in that
sequence. The rest of the name specifies the group name.
\ref bsp_texture_animation
- { Tranclucent surface (community extension).
The texture may be rectangular, but the size must be a multiple of 16
pixels in both directions.
@ -239,7 +240,7 @@ typedef struct dplane_s {
/** \defgroup bsp_plane_definition Plane definitions
\ingroup bsp_planes
Planes are always canonical in that thier normals always point along
Planes are always canonical in that their normals always point along
a positive axis for axial planes ((1, 0, 0), (0, 1, 0), or (0, 0, 1)),
or the largest component is positive.
*/
@ -276,8 +277,8 @@ typedef struct dplane_s {
The node's plane divides the space into a front side and a back side,
where a point is in front of the plane if its dot product with the plane
normal is positive or 0, and ond behind (in back of) the plane if the
dot product is negative.
normal is positive or 0, and behind (in back of) the plane if the dot
product is negative.
*/
typedef struct dnode_s { //BSP2 version (bsp 29 version is in bspfile.c)
uint32_t planenum; ///< Index of plane defining this node
@ -328,7 +329,7 @@ typedef struct texinfo_s {
/// For each index, the first three elements are the X, Y, Z components
/// of the basis vector, and the fourth component is the offset. Can be
/// viewed as a 2 row x 4 column matrix (\a M) that is multiplied by
/// a homogeneos vector (\a v) for a face vertex to determine that
/// a homogeneous vector (\a v) for a face vertex to determine that
/// vertex's UV coordinates (ie, \a M \a v)
float vecs[2][4];
/// Index of the miptex block in the texture data lump
@ -350,7 +351,7 @@ typedef struct texinfo_s {
/** \defgroup bsp_edges BSP edges lump
\ingroup formats_bsp
\note Edge 0 is never used as negative edge indices are indicate
\note Edge 0 is never used as negative edge indices indicate
counterclockwise use of the edge in a face.
*/
///@{