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Fixed spelling mistakes.

Darryl Gough hace 13 años
padre
commit
b6f8266b15
Se han modificado 5 ficheros con 16 adiciones y 16 borrados
  1. 11 11
      CHANGES.md
  2. 1 1
      README.md
  3. 1 1
      gameplay-encoder/README.md
  4. 2 2
      gameplay-encoder/gameplay-bundle.txt
  5. 1 1
      gameplay/src/PhysicsVehicleWheel.h

+ 11 - 11
CHANGES.md

@@ -5,22 +5,22 @@
 - CodeBlocks 10 IDE support for Linux.
 - Gamepad controllers support for desktops.
 - Touch gesture support for tap, swipe and pinch.
-- Vehicle phyics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
+- Vehicle physics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
 - Adds new racer sample (sample06-racer).
 - Adds gameplay-tests project as a test app for various basic engine features with some initial tests.
 - Adds support for Scene files for wildcard identifiers.
 - Adds Visual Studio Plug-in support for BlackBerry PlayBook and BlackBerry 10.
 - Adds configurable multi-sampling anti-aliasing support. 
 - Adds updates to latest FBX SDK 2013.3.
-- Adds file formats documenation for game.config .scene, .material, .animation, .physics, .particle
+- Adds file formats documentation for game.config .scene, .material, .animation, .physics, .particle
 - Adds Game/Platform::canExit for testing device capabilities to quit. (only ios)
 - Web community forums at http://www.gameplay3d.org/forums.
 - Changed keyTimes from unsigned long[]  to unsigned int[]. (breaks compat. in AnimationTarget and Animation::Channel)
 - Fixed inconsistencies from Bundle::getObjectID() to Bundle::getObjectId() (breaks compat. in Bundle)
 - Fixes the texture coordinates of Mesh::createQuad(float x, float y, float width, float height).
-- Fixes line-wise distortion when loading RGB png's into texture that are non-power of two.
-- Fixes inconsitencies in createXXXX methods.  (breaks compat. in Scene)
-- Fixes Rectanngle::contains.
+- Fixes line-wise distortion when loading RGB png's into textures that are non-power of two.
+- Fixes inconsistencies in createXXXX methods.  (breaks compat. in Scene)
+- Fixes Rectangle::contains.
 - Fixes Lua print logging.
 - Fixes Lua errors to be treated as runtime warnings.
 - Fixes setVertexData to pointers instead of constant data.
@@ -31,7 +31,7 @@
 
 - Lua script bindings for all gameplay interfaces.
 - Lua script binding generator tool (gameplay-luagen) for generating gameplay Lua bindings from doxygen xml output.
-- AIController, AIAgent, AIStateMachine, AIState and AIMessage clases for scripted AI support.
+- AIController, AIAgent, AIStateMachine, AIState and AIMessage classes for scripted AI support.
 - Sample for sample05-lua to demonstrate basic Lua with AI scripting.
 - Gamepad class with virtual gamepad support.
 - Pre-built versions gameplay-encoder added to bin folder with TTF, DAE and FBX support built-in.
@@ -76,10 +76,10 @@
 - BlackBerry 10 support.
 - iOS 5.1 support.
 - Android 2.3+ support.
-- User interface system with declaritive forms and themes.
+- User interface system with declarative forms and themes.
 - Bluetooth keyboard/mouse support on BlackBerry platform.
 - Developer guide.
-- Sample/turorial for sample03-character.
+- Sample/tutorial for sample03-character.
 - Sample for sample04-particles to demonstrate particle emitters.
 - Fixes for loading properties from URL.
 - Fixes on Win32/MacOSX for when mouse pointer leaves the window and returns.
@@ -91,8 +91,8 @@
 
 - FBX support in gameplay-encoder.
 - MacOSX platform support using XCode.
-- Offscreen rendering functionality using FrameBuffer.
-- Loading 3D scences using declaritive .scene files.
+- Off-screen rendering functionality using FrameBuffer.
+- Loading 3D scenes using declarative  .scene files.
 - Loading audio from .ogg files using vorbis.
 - Loading AudioSources from .audio files.
 - Loading Animations from .animation files.
@@ -103,7 +103,7 @@
 - Font improvements for justify, clip, wrap and scaling.
 - Fixes for Font::drawText to use point size and not float scalar.
 - Fixes for memory leaks in and fixes to AnimationTarget.
-- Fixes for bumped and paralax shaders.
+- Fixes for bumped and parallax shaders.
 - Fixes to simplify folders for resources in samples.
 - Fixes to the material/shader system.
 - Fixes to the ParticleEmitter.

+ 1 - 1
README.md

@@ -16,7 +16,7 @@ An open-source, cross-platform 3D native C++ game framework making it easy to le
 - Terrain and Water
 - Asset Pipeline improvements
 
-## Licence
+## License
 The project is open sourced under the Apache 2.0 license.
 
 ## Bug Reporting and Feature Requests

+ 1 - 1
gameplay-encoder/README.md

@@ -22,7 +22,7 @@ For more information goto "http://www.autodesk.com/fbx".
 
 ## Building gameplay-encoder
 The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux x64 in the 'bin' folder.
-However, to build the gameplay-ecoder yourself just open either the 
+However, to build the gameplay-encoder yourself just open either the 
 Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
 XCode project "gameplay-encoder.xcodeproj" on MacOSX.
 Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake .. from build then make.

+ 2 - 2
gameplay-encoder/gameplay-bundle.txt

@@ -3,7 +3,7 @@ gameplay Bundle File Format (.gpb)
 
 File Description
 ================
-A simple binary bundle file format supporting definition of primitve and builtin objects.
+A simple binary bundle file format supporting definition of primitive and built-in objects.
 
 File Extension and Mime Type
 ============================
@@ -42,7 +42,7 @@ Xrefs
 Xrefs are string with a specific format used for referencing objects internal and external to
 a package. An xref with the format "#id" references an object within the current package with
 the given ID. Xrefs can also have the format "file#id", where "file" is the name of package file
-(relative to the locaiton of the current package) and "id" is the unique identifier of an object
+(relative to the location of the current package) and "id" is the unique identifier of an object
 in that bundle.
 
 Primitives

+ 1 - 1
gameplay/src/PhysicsVehicleWheel.h

@@ -326,7 +326,7 @@ private:
 
     /**
      * Traverse up the visual scene graph. Upon finding the first ancestor node with an
-     * advertised descendant of collsion type VEHICLE, add this wheel onto the vehicle.
+     * advertised descendant of collision type VEHICLE, add this wheel onto the vehicle.
      */
     // Note: Currently this method is silent on failure to find a host.
     void findAncestorAndBind();