Fixed some grammar mistakes and typos. (#2914)

* Fixed some grammar mistakes.

* Fixed some typos.
This commit is contained in:
Julio C. Galindo
2023-02-09 07:17:47 -05:00
committed by GitHub
parent 5c6a756014
commit 6ae21d6581
14 changed files with 111 additions and 111 deletions

View File

@@ -1125,7 +1125,7 @@ void UnloadModel(Model model)
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps,
// we don't unload the material but just free its maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
@@ -1146,7 +1146,7 @@ void UnloadModelKeepMeshes(Model model)
{
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps,
// we don't unload the material but just free its maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
@@ -1230,7 +1230,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlEnableVertexAttribute(1);
// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
// is part of current state and it is maintained even if a different program object is used
// is part of current state, and it is maintained even if a different program object is used
if (mesh->normals != NULL)
{
@@ -1383,7 +1383,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
}
// Get a copy of current matrices to work with,
// just in case stereo render is required and we need to modify them
// just in case stereo render is required, and we need to modify them
// NOTE: At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1396,7 +1396,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
// Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Accumulate several model transformations:
@@ -1517,7 +1517,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
else rlDrawVertexArray(0, mesh.vertexCount);
}
// Unbind all binded texture maps
// Unbind all bound texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
@@ -1587,7 +1587,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
}
// Get a copy of current matrices to work with,
// just in case stereo render is required and we need to modify them
// just in case stereo render is required, and we need to modify them
// NOTE: At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1738,7 +1738,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
}
// Unbind all binded texture maps
// Unbind all bound texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
@@ -2559,7 +2559,7 @@ Mesh GenMeshSphere(float radius, int rings, int slices)
return mesh;
}
// Generate hemi-sphere mesh (half sphere, no bottom cap)
// Generate hemisphere mesh (half sphere, no bottom cap)
Mesh GenMeshHemiSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
@@ -3242,7 +3242,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
}
}
// Move data from mapVertices temp arays to vertices float array
// Move data from mapVertices temp arrays to vertices float array
mesh.vertexCount = vCounter;
mesh.triangleCount = vCounter/3;
@@ -3742,7 +3742,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
// NOTE: We use an additional .01 to fix numerical errors
collision.normal = Vector3Scale(collision.normal, 2.01f);
collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
// The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
// The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
// and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal!
collision.normal.x = (float)((int)collision.normal.x);
collision.normal.y = (float)((int)collision.normal.y);
@@ -3842,7 +3842,7 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
// Calculate u parameter and test bound
u = Vector3DotProduct(tv, p)*invDet;
// The intersection lies outside of the triangle
// The intersection lies outside the triangle
if ((u < 0.0f) || (u > 1.0f)) return collision;
// Prepare to test v parameter
@@ -3851,7 +3851,7 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
// Calculate V parameter and test bound
v = Vector3DotProduct(ray.direction, q)*invDet;
// The intersection lies outside of the triangle
// The intersection lies outside the triangle
if ((v < 0.0f) || ((u + v) > 1.0f)) return collision;
t = Vector3DotProduct(edge2, q)*invDet;
@@ -4671,7 +4671,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
{
Image image = { 0 };
if (cgltfImage->uri != NULL) // Check if image data is provided as a uri (base64 or path)
if (cgltfImage->uri != NULL) // Check if image data is provided as an uri (base64 or path)
{
if ((strlen(cgltfImage->uri) > 5) &&
(cgltfImage->uri[0] == 'd') &&
@@ -4959,7 +4959,7 @@ static Model LoadGLTF(const char *fileName)
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
{
// Check the different attributes for every pimitive
// Check the different attributes for every primitive
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
@@ -5110,7 +5110,7 @@ static Model LoadGLTF(const char *fileName)
{
// The primitive actually keeps the pointer to the corresponding material,
// raylib instead assigns to the mesh the by its index, as loaded in model.materials array
// To get the index, we check if material pointers match and we assign the corresponding index,
// To get the index, we check if material pointers match, and we assign the corresponding index,
// skipping index 0, the default material
if (&data->materials[m] == data->meshes[i].primitives[p].material)
{
@@ -5613,7 +5613,7 @@ static Model LoadM3D(const char *fileName)
// Materials are grouped together
if (mi != m3d->face[i].materialid)
{
// there should be only one material switch per material kind, but be bulletproof for unoptimal model files
// there should be only one material switch per material kind, but be bulletproof for non-optimal model files
if (k + 1 >= model.meshCount)
{
model.meshCount++;
@@ -5838,7 +5838,7 @@ static Model LoadM3D(const char *fileName)
}
// Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets
// called, but not before, however DrawMesh uses these if they exists (so not good if they are left empty).
// called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty).
if (m3d->numbone && m3d->numskin)
{
for(i = 0; i < model.meshCount; i++)