A couple of small documentation fixes (spelling, missing characters, …).

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@456 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
klickverbot
2009-07-31 22:34:21 +00:00
parent 746fb7549c
commit 0bf34ced10
9 changed files with 40 additions and 39 deletions

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@@ -11,7 +11,7 @@
namespace Assimp {
//! \brief ASSIMP specific assertion test, just works in debug mode
//! \brief ASSIMP specific assertion test, only works in debug mode
//! \param uiLine Line in file
//! \param file Source file
void aiAssert (bool expression, const std::string &message, unsigned int uiLine, const std::string &file);

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@@ -151,7 +151,7 @@ struct aiCamera
/** Distance of the far clipping plane from the camera.
*
* The far clipping plane must, of course, be farer away than the
* The far clipping plane must, of course, be further away than the
* near clipping plane. The default value is 1000.f. The ratio
* between the near and the far plane should not be too
* large (between 1000-10000 should be ok) to avoid floating-point

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@@ -176,11 +176,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
"PP_OG_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of vertices in a mesh.
/** @brief Set the maximum number of triangles in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
@@ -192,11 +192,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endif
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of triangles in a mesh.
/** @brief Set the maximum number of vertices in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
@@ -274,7 +274,7 @@ enum aiComponent
aiComponent_BONEWEIGHTS = 0x20,
/** Removes all node animations (aiScene::mAnimations).
* The scenegraph nodes corresponding to the bones are NOT removed.
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this
*/
aiComponent_ANIMATIONS = 0x40,
@@ -284,13 +284,13 @@ enum aiComponent
aiComponent_TEXTURES = 0x80,
/** Removes all light sources (aiScene::mLights).
* The scenegraph nodes corresponding to the bones are NOT removed.
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this
*/
aiComponent_LIGHTS = 0x100,
/** Removes all light sources (aiScene::mCameras).
* The scenegraph nodes corresponding to the bones are NOT removed.
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this
*/
aiComponent_CAMERAS = 0x200,

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@@ -59,7 +59,7 @@ typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
// aiFileIO callbackss
// aiFileIO callbacks
typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);

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@@ -230,7 +230,7 @@ enum aiTextureType
/** The texture is a height map.
*
* By convention, higher grey-scale values stand for
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_HEIGHT = 0x5,
@@ -239,7 +239,7 @@ enum aiTextureType
*
* Again, there are several conventions for tangent-space
* normal maps. Assimp does (intentionally) not
* differenciate here.
* distinguish here.
*/
aiTextureType_NORMALS = 0x6,
@@ -270,7 +270,7 @@ enum aiTextureType
*
* Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
* covered by this material property. The texture contains a
* scaling value for the final color value of a pixel. It's
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 0xA,
@@ -278,7 +278,7 @@ enum aiTextureType
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost nevery for real-time applications.
* Rarely used, almost never for real-time applications.
*/
aiTextureType_REFLECTION = 0xB,
@@ -424,7 +424,7 @@ enum aiTextureFlags
/** @brief Defines alpha-blend flags.
*
* If you're familiar with OpenGL or D3D, these flags aren't new to you.
* The define *how* the final color value of a pixel is computed, basing
* They define *how* the final color value of a pixel is computed, basing
* on the previous color at that pixel and the new color value from the
* material.
* The blend formula is:
@@ -580,7 +580,7 @@ enum aiPropertyTypeInfo
struct aiMaterialProperty
{
/** Specifies the name of the property (key)
* Keys are generally case insensitive.
* Keys are generally case insensitive.
*/
C_STRUCT aiString mKey;
@@ -1340,19 +1340,19 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
* @param[in] index Index of the texture layer to be read. The function
* fails if the requested layer is not available.
* @param[out] path Receives the output path
* This parameter mist be non-null.
* This parameter must be non-null.
* @param mapping The texture mapping mode to be used.
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] uvindex For UV-mapped textures: receives the index of the UV
* source channel. Unmodified otherwise.
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] blend Receives the blend factor for the texture
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] op Receives the texture blend operation to be perform between
* this texture and the previous texture.
* Pass NULL if you'e not interested in this information.
* Pass NULL if you're not interested in this information.
* @param[out] mapmode Receives the mapping modes to be used for the texture.
* Pass NULL if you'e not interested in this information. Otherwise,
* Pass NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @return AI_SUCCESS on success, something else otherwise. Have fun.

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@@ -70,7 +70,7 @@ enum aiPostProcessSteps
* such as normal mapping applied to the meshes. There's a config setting,
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
* a maximum smoothing angle for the algorithm. However, usually you'll
* want to let the default value. Thanks.
* want to leave it at the default value. Thanks.
*/
aiProcess_CalcTangentSpace = 0x1,
@@ -98,7 +98,7 @@ enum aiPostProcessSteps
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and boundles all conversions typically required for D3D-based
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_MakeLeftHanded = 0x4,
@@ -134,7 +134,7 @@ enum aiPostProcessSteps
* they're already there (loaded from the source asset). By using this
* step you can make sure they are NOT there.
*
* This flag is a poor one, mainly because it's purpose is usually
* This flag is a poor one, mainly because its purpose is usually
* misunderstood. Consider the following case: a 3d model has been exported
* from a CAD app, it has per-face vertex colors. Vertex positions can't be
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
@@ -286,7 +286,7 @@ enum aiPostProcessSteps
* Several material settings not contributing to the final appearance of
* a surface are ignored in all comparisons ... the material name is
* one of them. So, if you're passing additional information through the
* content pipeline (probably using using *magic* material names), don't
* content pipeline (probably using *magic* material names), don't
* specify this flag. Alternatively take a look at the
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
*/
@@ -369,7 +369,7 @@ enum aiPostProcessSteps
// -------------------------------------------------------------------------
/** <hr>This step converts non-UV mappings (such as spherical or
* cylindrical apping) to proper texture coordinate channels.
* cylindrical mapping) to proper texture coordinate channels.
*
* Most applications will support UV mapping only, so you will
* probably want to specify this step in every case. Note tha Assimp is not
@@ -379,7 +379,7 @@ enum aiPostProcessSteps
* lightwave, modo, ... are able to achieve this.
*
* @note If this step is not requested, you'll need to process the
* <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display all assets
* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
* properly.
*/
aiProcess_GenUVCoords = 0x40000,
@@ -406,7 +406,7 @@ enum aiPostProcessSteps
* with references to the first mesh.
*
* This step takes a while, don't use it if you have no time.
* It's main purpose is to workaround the limitation that many export
* Its main purpose is to workaround the limitation that many export
* file formats don't support instanced meshes, so exporters need to
* duplicate meshes. This step removes the duplicates again. Please
* note that Assimp does currently not support per-node material
@@ -436,7 +436,7 @@ enum aiPostProcessSteps
*
* Node names can be lost during this step. If you use special 'tag nodes'
* to pass additional information through your content pipeline, use the
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<7tt> setting to specify a list of node
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
* names you want to be kept. Nodes matching one of the names in this list won't
* be touched or modified.
*
@@ -470,7 +470,7 @@ enum aiPostProcessSteps
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and boundles all conversions typically required for D3D-based
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_FlipUVs = 0x800000,
@@ -500,6 +500,7 @@ enum aiPostProcessSteps
* @brief Shortcut flag for Direct3D-based applications.
*
* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags.
* The output data matches Direct3D's conventions: left-handed geometry, upper-left
* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
*
@@ -572,7 +573,7 @@ enum aiPostProcessSteps
*
* This preset enables almost every optimization step to achieve perfectly
* optimized data. It's your choice for level editor environments where import speed
* doesn't care.
* is not important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations

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@@ -148,7 +148,7 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
* @note This is a straightforward way to decode models from memory buffers, but it
* doesn't handle model formats spreading their data across multiple files or even
* directories. Examples include OBJ or MD3, which outsource parts of their material
* stuff into external scripts. f you need the full functionality, provide a custom
* stuff into external scripts. If you need the full functionality, provide a custom
* IOSystem to make Assimp find these files.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
@@ -191,7 +191,7 @@ ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
* aiAttachLogStream(&c);
* @endcode
*
* @param One of the #aiDefaultLogStream enumerated values.
* @param pStreams One of the #aiDefaultLogStream enumerated values.
* @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
* Pass NULL for all other flags.
* @return The log stream. callback is set to NULL if something went wrong.