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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@@ -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