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