Browse Source

Partially apply typo fix patch I found somewhere on the web, by someone named Christoph Korn

rdb 15 years ago
parent
commit
804a72b716
55 changed files with 189 additions and 194 deletions
  1. 1 1
      direct/src/actor/Actor.py
  2. 1 1
      direct/src/directscripts/python-mode.el
  3. 1 1
      direct/src/ffi/FFIOverload.py
  4. 1 1
      direct/src/fsm/State.py
  5. 1 1
      direct/src/gui/OnscreenGeom.py
  6. 1 1
      direct/src/gui/OnscreenImage.py
  7. 2 2
      direct/src/gui/OnscreenText.py
  8. 1 1
      direct/src/interval/SoundInterval.py
  9. 1 1
      direct/src/plugin/p3dInstance.cxx
  10. 1 1
      direct/src/showbase/SfxPlayer.py
  11. 2 2
      direct/src/showbase/ShowBase.py
  12. 1 1
      direct/src/tkpanels/AnimPanel.py
  13. 1 1
      dtool/pptempl/Template.gmsvc.pp
  14. 1 1
      dtool/pptempl/Template.nmake.pp
  15. 1 1
      dtool/src/dtoolbase/memoryHook.I
  16. 1 1
      panda/src/audio/audioManager.h
  17. 1 1
      panda/src/audio/audioSound.h
  18. 57 57
      panda/src/audiotraits/fmodAudioSound.h
  19. 24 29
      panda/src/audiotraits/openalAudioSound.h
  20. 2 2
      panda/src/downloader/httpChannel.I
  21. 1 1
      panda/src/downloader/httpClient.cxx
  22. 1 1
      panda/src/dxgsg8/dxGraphicsStateGuardian8.I
  23. 2 2
      panda/src/dxgsg8/dxGraphicsStateGuardian8.cxx
  24. 1 1
      panda/src/dxgsg8/dxInput8.cxx
  25. 5 5
      panda/src/dxgsg8/dxTextureContext8.cxx
  26. 1 1
      panda/src/dxgsg8/dxgsg8base.h
  27. 3 3
      panda/src/dxgsg8/wdxGraphicsPipe8.cxx
  28. 4 4
      panda/src/dxgsg8/wdxGraphicsWindow8.cxx
  29. 1 1
      panda/src/dxgsg9/dxGraphicsStateGuardian9.I
  30. 2 2
      panda/src/dxgsg9/dxGraphicsStateGuardian9.cxx
  31. 1 1
      panda/src/dxgsg9/dxInput9.cxx
  32. 5 5
      panda/src/dxgsg9/dxTextureContext9.cxx
  33. 1 1
      panda/src/dxgsg9/dxgsg9base.h
  34. 3 3
      panda/src/dxgsg9/wdxGraphicsPipe9.cxx
  35. 3 3
      panda/src/dxgsg9/wdxGraphicsWindow9.cxx
  36. 1 1
      panda/src/event/asyncTask.I
  37. 1 1
      panda/src/express/datagramIterator.I
  38. 1 1
      panda/src/express/memoryUsagePointers.I
  39. 1 1
      panda/src/grutil/meshDrawer.cxx
  40. 2 2
      panda/src/grutil/meshDrawer2D.cxx
  41. 18 18
      panda/src/grutil/meshDrawer2D.h
  42. 1 1
      panda/src/linmath/lmatrix3_src.I
  43. 2 2
      panda/src/linmath/lvecBase3_src.I
  44. 1 1
      panda/src/osxdisplay/osxGraphicsWindow.mm
  45. 2 2
      panda/src/pipeline/cycleDataStageWriter.I
  46. 2 2
      panda/src/pipeline/cycleDataWriter.I
  47. 2 2
      panda/src/pnmimage/pnmImage.I
  48. 2 2
      panda/src/pnmimage/pnmImage.cxx
  49. 8 8
      panda/src/testbed/pgrid.cxx
  50. 1 1
      panda/src/tinydisplay/README.txt
  51. 1 1
      panda/src/tinydisplay/tinyOsxGraphicsWindow.mm
  52. 1 1
      panda/src/vrpn/vrpnClient.I
  53. 2 2
      panda/src/windisplay/winGraphicsWindow.cxx
  54. 1 1
      pandatool/src/scripts/builder.cshrc
  55. 3 3
      pandatool/src/scripts/builder.pl

+ 1 - 1
direct/src/actor/Actor.py

@@ -562,7 +562,7 @@ class Actor(DirectObject, NodePath):
         return bundles
 
     def __updateSortedLODNames(self):
-        # Cache the sorted LOD names so we dont have to grab them
+        # Cache the sorted LOD names so we don't have to grab them
         # and sort them every time somebody asks for the list
         self.__sortedLODNames = self.__partBundleDict.keys()
         # Reverse sort the doing a string->int

+ 1 - 1
direct/src/directscripts/python-mode.el

@@ -3239,7 +3239,7 @@ does not include blank lines, comments, or continuation lines."
       t)))
 
 (defun py-go-up-tree-to-keyword (key)
-  "Go to begining of statement starting with KEY, at or preceding point.
+  "Go to beginning of statement starting with KEY, at or preceding point.
 
 KEY is a regular expression describing a Python keyword.  Skip blank
 lines and non-indenting comments.  If the statement found starts with

+ 1 - 1
direct/src/ffi/FFIOverload.py

@@ -198,7 +198,7 @@ def subclass(type1, type2):
     elif inheritsFrom(type2, type1):
         return 1
     else:
-        # This is the dont care case. We must specify a sorting
+        # This is the don't care case. We must specify a sorting
         # rule just so it is not arbitrary
         if (type1.foreignTypeName > type2.foreignTypeName):
             return -1

+ 1 - 1
direct/src/fsm/State.py

@@ -173,7 +173,7 @@ class State(DirectObject):
             if fsm.getCurrentState():
                 # made this 'conditional_request()' instead of 'request()' to avoid warning when
                 # loading minigames where rules->frameworkInit transition doesnt exist and you
-                # dont want to add it since it results in hanging the game
+                # don't want to add it since it results in hanging the game
                 fsm.conditional_request((fsm.getInitialState()).getName())
 
             # If it has no current state, I assume this means it

+ 1 - 1
direct/src/gui/OnscreenGeom.py

@@ -132,7 +132,7 @@ class OnscreenGeom(DirectObject, NodePath):
 
     def cget(self, option):
         # Get current configuration setting.
-        # This is for compatability with DirectGui functions
+        # This is for compatibility with DirectGui functions
         getter = eval('self.get' + string.upper(option[0]) + option[1:])
         return getter()
 

+ 1 - 1
direct/src/gui/OnscreenImage.py

@@ -149,7 +149,7 @@ class OnscreenImage(DirectObject, NodePath):
 
     def cget(self, option):
         # Get current configuration setting.
-        # This is for compatability with DirectGui functions
+        # This is for compatibility with DirectGui functions
         getter = eval('self.get' + string.upper(option[0]) + option[1:])
         return getter()
 

+ 2 - 2
direct/src/gui/OnscreenText.py

@@ -374,7 +374,7 @@ class OnscreenText(DirectObject, NodePath):
             self.textNode.clearFrame()
 
     def configure(self, option=None, **kw):
-        # These is for compatability with DirectGui functions
+        # These is for compatibility with DirectGui functions
         if not self.mayChange:
             print 'OnscreenText.configure: mayChange == 0'
             return
@@ -396,7 +396,7 @@ class OnscreenText(DirectObject, NodePath):
 
     def cget(self, option):
         # Get current configuration setting.
-        # This is for compatability with DirectGui functions
+        # This is for compatibility with DirectGui functions
         getter = eval('self.get' + string.upper(option[0]) + option[1:])
         return getter()
 

+ 1 - 1
direct/src/interval/SoundInterval.py

@@ -28,7 +28,7 @@ class SoundInterval(Interval.Interval):
     # the sound is caused by the delay between the end of the sound
     # and the next taskMgr cycle). There still seems to be a skip
     # in Miles when looping MP3s. =(
-    # RAU 03/01/07 add listenerNode in case we dont want to
+    # RAU 03/01/07 add listenerNode in case we don't want to
     # use base.camera as the listener, node must not be None
     def __init__(self, sound, loop = 0, duration = 0.0, name = None,
                  volume = 1.0, startTime = 0.0, node=None,

+ 1 - 1
direct/src/plugin/p3dInstance.cxx

@@ -2441,7 +2441,7 @@ handle_notify_request(const string &message) {
     _main_object->set_string_property("status", "starting");
 
   } else if (message == "onwindowopen") {
-    // The process told us that it just succesfully opened its
+    // The process told us that it just successfully opened its
     // window, for the first time.  Hide the splash window.
     _instance_window_opened = true;
     if (_splash_window != NULL) {

+ 1 - 1
direct/src/showbase/SfxPlayer.py

@@ -75,7 +75,7 @@ class SfxPlayer:
             
             self.setFinalVolume(sfx, node, volume, listenerNode, cutoff)
 
-            # dont start over if it's already playing, unless
+            # don't start over if it's already playing, unless
             # "interrupt" was specified
             if interrupt or (sfx.status() != AudioSound.PLAYING):
                 sfx.setTime(time)

+ 2 - 2
direct/src/showbase/ShowBase.py

@@ -1564,7 +1564,7 @@ class ShowBase(DirectObject.DirectObject):
     # to a user request so sfxActive/musicActive represent how things
     # *should* be, regardless of App/OS/HW state
     def enableMusic(self, bEnableMusic):
-        # dont setActive(1) if no audiofocus
+        # don't setActive(1) if no audiofocus
         if self.AppHasAudioFocus and self.musicManagerIsValid:
             self.musicManager.setActive(bEnableMusic)
         self.musicActive = bEnableMusic
@@ -1582,7 +1582,7 @@ class ShowBase(DirectObject.DirectObject):
                 self.sfxManagerList[i].setActive(bEnabled)
 
     def enableSoundEffects(self, bEnableSoundEffects):
-        # dont setActive(1) if no audiofocus
+        # don't setActive(1) if no audiofocus
         if self.AppHasAudioFocus or (bEnableSoundEffects==0):
             self.SetAllSfxEnables(bEnableSoundEffects)
         self.sfxActive=bEnableSoundEffects

+ 1 - 1
direct/src/tkpanels/AnimPanel.py

@@ -563,7 +563,7 @@ class ActorControl(Pmw.MegaWidget):
 
     def setPlayRate(self, rate):
         # set play rate on the actor, although for the AnimPanel
-        # purpose we dont use the actor's play rate, but rather
+        # purpose we don't use the actor's play rate, but rather
         # the self.playRate value since we drive the animation
         # playback ourselves
         self['actor'].setPlayRate(eval(rate), self['active'])

+ 1 - 1
dtool/pptempl/Template.gmsvc.pp

@@ -586,7 +586,7 @@ $[ODIR]/$[IDL_BASENAME].h : $[idl_to_gen]
 #define idl $[idl_to_gen]
 $[TAB] $[MIDL_COMMAND]
 
-// this is a complete hack.  I dont know how add a generated .h to the dependency list of $[IDL_BASENAME].cpp.
+// this is a complete hack.  I don't know how add a generated .h to the dependency list of $[IDL_BASENAME].cpp.
 // it is already there, but in the wrong directory.  should really add this to official dependency list
 #foreach file $[GENERATED_IDL_H_DEPENDENTS]
 $[file] : $[ODIR]/$[IDL_BASENAME].h

+ 1 - 1
dtool/pptempl/Template.nmake.pp

@@ -615,7 +615,7 @@ $[osfilename $[ODIR]/$[IDL_BASENAME].h] : $[osfilename $[idl_to_gen]]
 #define idl $[idl_to_gen]
 $[TAB] $[MIDL_COMMAND]
 
-// this is a complete hack.  I dont know how add a generated .h to the dependency list of $[IDL_BASENAME].cpp.
+// this is a complete hack.  I don't know how add a generated .h to the dependency list of $[IDL_BASENAME].cpp.
 // it is already there, but in the wrong directory.  should really add this to official dependency list
 #foreach file $[GENERATED_IDL_H_DEPENDENTS]
 $[osfilename $[file]] : $[osfilename $[ODIR]/$[IDL_BASENAME].h]

+ 1 - 1
dtool/src/dtoolbase/memoryHook.I

@@ -70,7 +70,7 @@ round_up_to_page_size(size_t size) const {
 //     Function: MemoryHook::inflate_size
 //       Access: Private, Static
 //  Description: Increments the amount of requested size as necessary
-//               to accomodate the extra data we might piggyback on
+//               to accommodate the extra data we might piggyback on
 //               each allocated block.
 ////////////////////////////////////////////////////////////////////
 INLINE size_t MemoryHook::

+ 1 - 1
panda/src/audio/audioManager.h

@@ -120,7 +120,7 @@ PUBLISHED:
   // stop.
   // If you activate the manager while looping sounds are playing
   // (those that have a loop_count of zero),
-  // they will start playing from the begining of their loop.
+  // they will start playing from the beginning of their loop.
   // inits to true.
   virtual void set_active(bool flag) = 0;
   virtual bool get_active() const = 0;

+ 1 - 1
panda/src/audio/audioSound.h

@@ -27,7 +27,7 @@ class EXPCL_PANDA_AUDIO AudioSound : public TypedReferenceCount {
 PUBLISHED:
   virtual ~AudioSound();
 
-  // For best compatability, set the loop_count,
+  // For best compatibility, set the loop_count,
   // volume, and balance, prior to calling play().  You may
   // set them while they're playing, but it's implementation
   // specific whether you get the results.

+ 57 - 57
panda/src/audiotraits/fmodAudioSound.h

@@ -19,50 +19,50 @@
 //
 ////////////////////////////////////////////////////////////////////
 //
-//[FIRST READ FmodAudioManager for an Introduction if you haven't
-//already].
-//
-//Hello, all future Panda audio code people! This is my errata
-//documentation to Help any future programmer maintain FMOD and PANDA.
-//
-//Well, if you reading this you probably want to know how PANDA deals
-//with sounds directly using FMOD-EX. Well I am going to tell you.
-//
-//The first thing, you as the programmer have to understand,
-//especially if you never have done sound programming before, is how
-//the FMOD-EX API works.
-//
-//With FMOD-EX the guys at Firelight, adopted a model of managing
-//sounds with FMOD similar to how a Sound Designer creates sound in a
-//sound studio using SOUNDS and CHANNELS. Although this may seem
-//strange at first, if you are not familiar with sound programming,
-//there is a very good metaphor you are probably already familiar with
-//to explain how FMOD-EX works.
-//
-//Think of you standard GUI API. Usually a GUI API is made up of two
-//things: Windows and Widgets. These correspond to CHANNELS and
-//SOUNDS, where a Channel is a Window and a Sound is Widget. Sounds
-//are played within channels, and channels don't exist unless they
-//have something to display.
-//
-//Now why am I explaining all of this? When PANDA was created they set
-//up the basic audio classes to handle only the idea of a SOUND. The
-//idea of a Channel really wasn't prevalent as in more modern Audio
-//APIs. With this rewrite of PANDA to use the FMOD-EX API, the PANDA
-//FmodAudioSound Class, now has to handle two different parts of the
-//FMOD-EX API in order to play a sound.
-//
-//SOUND: The object the handles the audio data in form of WAV, AIF,
-//OGG, MID, IT, MP3, etc... And CHANNEL: The object that actually
-//plays the sound and manipulates it in real time.
-//
-//Ultimately this isn't a problem expect for a couple situations when
-//you go to play a sound, which I will explain in more detail in that
-//part of the code. All that you have to know right now is that
-//Channels in FMOD do not exist unless they are playing a sound. And
-//in the PANDA FmodAudioSound API class there is only ONE dedicated
-//channel per sound.  Otherwise there is really nothing to worry
-//about.
+// [FIRST READ FmodAudioManager for an Introduction if you haven't
+// already].
+//
+// Hello, all future Panda audio code people! This is my errata
+// documentation to Help any future programmer maintain FMOD and PANDA.
+//
+// Well, if you reading this you probably want to know how PANDA deals
+// with sounds directly using FMOD-EX. Well I am going to tell you.
+//
+// The first thing, you as the programmer have to understand,
+// especially if you never have done sound programming before, is how
+// the FMOD-EX API works.
+//
+// With FMOD-EX the guys at Firelight, adopted a model of managing
+// sounds with FMOD similar to how a Sound Designer creates sound in a
+// sound studio using SOUNDS and CHANNELS. Although this may seem
+// strange at first, if you are not familiar with sound programming,
+// there is a very good metaphor you are probably already familiar with
+// to explain how FMOD-EX works.
+//
+// Think of you standard GUI API. Usually a GUI API is made up of two
+// things: Windows and Widgets. These correspond to CHANNELS and
+// SOUNDS, where a Channel is a Window and a Sound is Widget. Sounds
+// are played within channels, and channels don't exist unless they
+// have something to display.
+//
+// Now why am I explaining all of this? When PANDA was created they set
+// up the basic audio classes to handle only the idea of a SOUND. The
+// idea of a Channel really wasn't prevalent as in more modern Audio
+// APIs. With this rewrite of PANDA to use the FMOD-EX API, the PANDA
+// FmodAudioSound Class, now has to handle two different parts of the
+// FMOD-EX API in order to play a sound.
+//
+// SOUND: The object the handles the audio data in form of WAV, AIF,
+// OGG, MID, IT, MP3, etc... And CHANNEL: The object that actually
+// plays the sound and manipulates it in real time.
+//
+// Ultimately this isn't a problem expect for a couple situations when
+// you go to play a sound, which I will explain in more detail in that
+// part of the code. All that you have to know right now is that
+// Channels in FMOD do not exist unless they are playing a sound. And
+// in the PANDA FmodAudioSound API class there is only ONE dedicated
+// channel per sound.  Otherwise there is really nothing to worry
+// about.
 //
 ////////////////////////////////////////////////////////////////////
 
@@ -85,34 +85,34 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
 
   FmodAudioSound(AudioManager *manager, Filename fn, bool positional );
   ~FmodAudioSound();
-            
-  // For best compatability, set the loop_count, start_time,
+
+  // For best compatibility, set the loop_count, start_time,
   // volume, and balance, prior to calling play().  You may
   // set them while they're playing, but it's implementation
   // specific whether you get the results.
   void play();
   void stop();
-            
+
   // loop: false = play once; true = play forever.
   // inits to false.
   void set_loop(bool loop=true);
   bool get_loop() const;
-            
+
   // loop_count: 0 = forever; 1 = play once; n = play n times.
   // inits to 1.
   void set_loop_count(unsigned long loop_count=1);
   unsigned long get_loop_count() const;
-            
-  // 0 = begining; length() = end.
+
+  // 0 = beginning; length() = end.
   // inits to 0.0.
   void set_time(float start_time=0.0);
   float get_time() const;
-            
+
   // 0 = minimum; 1.0 = maximum.
   // inits to 1.0.
   void set_volume(float volume=1.0);
   float get_volume() const;
-            
+
   // -1.0 is hard left
   // 0.0 is centered
   // 1.0 is hard right
@@ -126,7 +126,7 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
   float get_play_rate() const;
 
   const string &get_name() const;
-            
+
   // return: playing time in seconds.
   float length() const;
 
@@ -141,7 +141,7 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
 
   void set_3d_max_distance(float dist);
   float get_3d_max_distance() const;
-            
+
   AudioSound::SoundStatus status() const;
 
   virtual float get_speaker_mix(AudioManager::SpeakerId speaker);
@@ -189,11 +189,11 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
 
   virtual int get_priority();
   virtual void set_priority(int priority);
-  
+
   bool _active;
   bool _paused;
   float _start_time;
-  
+
   string _finished_event;
 
   // This reference-counting pointer is set to this while the sound is
@@ -225,7 +225,7 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
     return get_class_type();
   }
   virtual TypeHandle force_init_type() {
-    init_type(); 
+    init_type();
     return get_class_type();
   }
 

+ 24 - 29
panda/src/audiotraits/openalAudioSound.h

@@ -41,34 +41,34 @@ class EXPCL_OPENAL_AUDIO OpenALAudioSound : public AudioSound {
 public:
 
   ~OpenALAudioSound();
-            
-  // For best compatability, set the loop_count, start_time,
+
+  // For best compatibility, set the loop_count, start_time,
   // volume, and balance, prior to calling play().  You may
   // set them while they're playing, but it's implementation
   // specific whether you get the results.
   void play();
   void stop();
-            
+
   // loop: false = play once; true = play forever.
   // inits to false.
   void set_loop(bool loop=true);
   bool get_loop() const;
-            
+
   // loop_count: 0 = forever; 1 = play once; n = play n times.
   // inits to 1.
   void set_loop_count(unsigned long loop_count=1);
   unsigned long get_loop_count() const;
-            
-  // 0 = begining; length() = end.
+
+  // 0 = beginning; length() = end.
   // inits to 0.0.
   void set_time(float time=0.0);
   float get_time() const;
-            
+
   // 0 = minimum; 1.0 = maximum.
   // inits to 1.0.
   void set_volume(float volume=1.0);
   float get_volume() const;
-            
+
   // -1.0 is hard left
   // 0.0 is centered
   // 1.0 is hard right
@@ -92,7 +92,7 @@ public:
   const string& get_finished_event() const;
 
   const string &get_name() const;
-  
+
   // return: playing time in seconds.
   float length() const;
 
@@ -107,7 +107,7 @@ public:
 
   void set_3d_max_distance(float dist);
   float get_3d_max_distance() const;
-            
+
   void set_3d_drop_off_factor(float factor);
   float get_3d_drop_off_factor() const;
 
@@ -134,11 +134,11 @@ private:
   void push_fresh_buffers();
   INLINE void require_sound_data();
   INLINE void release_sound_data();
-  
+
 private:
-  
+
   void do_stop();
-  
+
   PT(MovieAudio) _movie;
   OpenALAudioManager::SoundData *_sd;
 
@@ -151,17 +151,17 @@ private:
 
   int    _playing_loops;
   float  _playing_rate;
-  
+
   pdeque<QueuedBuffer> _stream_queued;
   int                  _loops_completed;
-  
+
   ALuint _source;
   PT(OpenALAudioManager) _manager;
-  
+
   float _volume; // 0..1.0
   float _balance; // -1..1
   float _play_rate; // 0..1.0
-  
+
   bool _positional;
   ALfloat _location[3];
   ALfloat _velocity[3];
@@ -169,7 +169,7 @@ private:
   float _min_dist;
   float _max_dist;
   float _drop_off_factor;
-  
+
   double _length;
   int    _loop_count;
 
@@ -177,11 +177,11 @@ private:
 
   // The calibrated clock is initialized when the
   // sound starts playing, and is periodically corrected
-  // thereafter.  
+  // thereafter.
   double _calibrated_clock_base;
   double _calibrated_clock_scale;
   double _calibrated_clock_decavg;
-  
+
   // The start_time field affects the next call to play.
   double _start_time;
 
@@ -190,12 +190,12 @@ private:
   // to be atomic, because get_time can be called
   // in the cull thread.
   float  _current_time;
-  
+
   // This is the string that throw_event() will throw
   // when the sound finishes playing.  It is not triggered
   // when the sound is stopped with stop().
   string _finished_event;
-  
+
   Filename _basename;
 
   // _active is for things like a 'turn off sound effects' in
@@ -204,7 +204,7 @@ private:
   // Use status() for info on whether the sound is playing.
   bool _active;
   bool _paused;
-  
+
  public:
   static TypeHandle get_class_type() {
     return _type_handle;
@@ -217,7 +217,7 @@ private:
     return get_class_type();
   }
   virtual TypeHandle force_init_type() {
-    init_type(); 
+    init_type();
     return get_class_type();
   }
 
@@ -234,8 +234,3 @@ private:
 #endif //]
 
 #endif /* __OPENAL_AUDIO_SOUND_H__ */
-
-
-
-
-

+ 2 - 2
panda/src/downloader/httpChannel.I

@@ -162,7 +162,7 @@ get_proxy_realm() const {
 //               series), this will generally contain the new URL the
 //               server wants us to try.  In many cases, the client
 //               will automatically follow redirects; if these are
-//               succesful the client will return a successful code
+//               successful the client will return a successful code
 //               and get_redirect() will return empty, but get_url()
 //               will return the new, redirected URL.
 ////////////////////////////////////////////////////////////////////
@@ -1007,7 +1007,7 @@ get_bytes_requested() const {
 //               transmission.
 //
 //               Note that simply testing is_download_complete() does
-//               not prove that the requested document was succesfully
+//               not prove that the requested document was successfully
 //               retrieved--you might have just downloaded the "404
 //               not found" stub (for instance) that a server would
 //               provide in response to some error condition.  You

+ 1 - 1
panda/src/downloader/httpClient.cxx

@@ -261,7 +261,7 @@ HTTPClient::
 //  Description: This may be called once, presumably at the beginning
 //               of an application, to initialize OpenSSL's random
 //               seed.  On Windows, it is particularly important to
-//               call this at startup if you are going to be perfoming
+//               call this at startup if you are going to be performing
 //               any https operations or otherwise use encryption,
 //               since the Windows algorithm for getting a random seed
 //               takes 2-3 seconds at startup, but can take 30 seconds

+ 1 - 1
panda/src/dxgsg8/dxGraphicsStateGuardian8.I

@@ -26,7 +26,7 @@ Colorf_to_D3DCOLOR(const Colorf &cColorf) {
   DWORD d3dcolor, tempcolorval=255;
 
   // note the default FPU rounding mode will give 255*0.5f=0x80, not 0x7F as VC would force it to by resetting rounding mode
-  // dont think this makes much difference
+  // don't think this makes much difference
   
   __asm {
         push ebx   ; want to save this in case this fn is inlined

+ 2 - 2
panda/src/dxgsg8/dxGraphicsStateGuardian8.cxx

@@ -3276,7 +3276,7 @@ free_nondx_resources() {
 ////////////////////////////////////////////////////////////////////
 void DXGraphicsStateGuardian8::
 free_d3d_device() {
-  // dont want a full reset of gsg, just a state clear
+  // don't want a full reset of gsg, just a state clear
   _state_rs = RenderState::make_empty();
   _state_mask.clear();
 
@@ -3295,7 +3295,7 @@ free_d3d_device() {
 
   free_nondx_resources();
 
-  // obviously we dont release ID3D8, just ID3DDevice8
+  // obviously we don't release ID3D8, just ID3DDevice8
 }
 
 ////////////////////////////////////////////////////////////////////

+ 1 - 1
panda/src/dxgsg8/dxInput8.cxx

@@ -59,7 +59,7 @@ bool DInput8Info::InitDirectInput() {
     HRESULT hr;
 
     // assumes dx8 exists
-    // use dynamic load so non-dinput programs dont have to load dinput
+    // use dynamic load so non-dinput programs don't have to load dinput
     #define DLLNAME "dinput8.dll"
     #define DINPUTCREATE "DirectInput8Create"
 

+ 5 - 5
panda/src/dxgsg8/dxTextureContext8.cxx

@@ -478,7 +478,7 @@ create_texture(DXScreenData &scrn) {
     } else {
       nassertr((num_color_channels == 3)||(num_color_channels == 4), false);
       // look for compatible 16bit fmts, if none then give up
-      // (dont worry about other bitdepths for 16 bit)
+      // (don't worry about other bitdepths for 16 bit)
       switch(num_alpha_bits) {
       case 0:
         if (num_color_channels == 3) {
@@ -511,7 +511,7 @@ create_texture(DXScreenData &scrn) {
     }
   case 8:
     if (needs_luminance) {
-      // dont bother handling those other 8bit lum fmts like 4-4,
+      // don't bother handling those other 8bit lum fmts like 4-4,
       // since 16 8-8 is usually supported too
       nassertr(num_color_channels == 1, false);
 
@@ -663,7 +663,7 @@ create_texture(DXScreenData &scrn) {
     break;
 
   case Texture::FT_nearest_mipmap_linear:
-    // if we dont have bilinear, do nearest_nearest
+    // if we don't have bilinear, do nearest_nearest
     if (!((filter_caps & D3DPTFILTERCAPS_MIPFPOINT) &&
           (filter_caps & D3DPTFILTERCAPS_MINFLINEAR))) {
       ft = Texture::FT_nearest_mipmap_nearest;
@@ -671,7 +671,7 @@ create_texture(DXScreenData &scrn) {
     break;
 
   case Texture::FT_linear_mipmap_nearest:
-    // if we dont have mip linear, do nearest_nearest
+    // if we don't have mip linear, do nearest_nearest
     if (!(filter_caps & D3DPTFILTERCAPS_MIPFLINEAR)) {
       ft = Texture::FT_nearest_mipmap_nearest;
     }
@@ -905,7 +905,7 @@ create_simple_texture(DXScreenData &scrn) {
 void DXTextureContext8::
 delete_texture() {
   if (_d3d_texture == NULL) {
-    // dont bother printing the msg below, since we already released it.
+    // don't bother printing the msg below, since we already released it.
     return;
   }
 

+ 1 - 1
panda/src/dxgsg8/dxgsg8base.h

@@ -180,7 +180,7 @@ struct DXScreenData {
   DWORD _max_available_video_memory;
   ushort _card_id;  // adapter ID
   ushort _depth_buffer_bitdepth;  //GetSurfaceDesc is not reliable so must store this explicitly
-  bool _can_direct_disable_color_writes;  // if true, dont need blending for this
+  bool _can_direct_disable_color_writes;  // if true, don't need blending for this
   bool _is_low_memory_card;
   bool _is_tnl_device;
   bool _can_use_hw_vertex_shaders;

+ 3 - 3
panda/src/dxgsg8/wdxGraphicsPipe8.cxx

@@ -303,7 +303,7 @@ find_all_card_memavails() {
 
     // Get Current VidMem avail.  Note this is only an estimate, when
     // we switch to fullscreen mode from desktop, more vidmem will be
-    // available (typically 1.2 meg).  I dont want to switch to
+    // available (typically 1.2 meg).  I don't want to switch to
     // fullscreen more than once due to the annoying monitor flicker,
     // so try to figure out optimal mode using this estimate
     DDSCAPS2 ddsGAVMCaps;
@@ -593,7 +593,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
   }
 
   // ignore memory based checks for min res 640x480.  some cards just
-  // dont give accurate memavails.  (should I do the check anyway for
+  // don't give accurate memavails.  (should I do the check anyway for
   // 640x480 32bpp?)
   bool bDoMemBasedChecks =
     ((!((RequestedX_Size == 640)&&(RequestedY_Size == 480))) &&
@@ -630,7 +630,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
     // refresh rates less than 60
     if (0) {
       if ((dispmode.RefreshRate<60) && (dispmode.RefreshRate>1)) {
-        // dont want refresh rates under 60Hz, but 0 or 1 might indicate
+        // don't want refresh rates under 60Hz, but 0 or 1 might indicate
         // a default refresh rate, which is usually > = 60
         if (bVerboseMode) {
           wdxdisplay8_cat.info()

+ 4 - 4
panda/src/dxgsg8/wdxGraphicsWindow8.cxx

@@ -44,7 +44,7 @@ wdxGraphicsWindow8(GraphicsEngine *engine, GraphicsPipe *pipe,
                    GraphicsOutput *host):
   WinGraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
 {
-  // dont actually create the window in the constructor.  reason:
+  // don't actually create the window in the constructor.  reason:
   // multi-threading requires panda C++ window object to exist in
   // separate thread from actual API window
 
@@ -553,7 +553,7 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
   nassertr(_d3d8 != NULL, false);
   nassertr(pD3DCaps->DevCaps & D3DDEVCAPS_HWRASTERIZATION, false);
 
-  presentation_params->BackBufferFormat = display._display_mode.Format;  // dont need dest alpha, so just use adapter format
+  presentation_params->BackBufferFormat = display._display_mode.Format;  // don't need dest alpha, so just use adapter format
   cerr << "attempting " << D3DFormatStr(presentation_params->BackBufferFormat) << "\n";
 
   bool do_sync = sync_video;
@@ -650,7 +650,7 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
   if (is_fullscreen()) {
     // CREATE FULLSCREEN BUFFERS
 
-    presentation_params->SwapEffect = D3DSWAPEFFECT_DISCARD;  // we dont care about preserving contents of old frame
+    presentation_params->SwapEffect = D3DSWAPEFFECT_DISCARD;  // we don't care about preserving contents of old frame
     presentation_params->FullScreen_PresentationInterval = (do_sync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
     presentation_params->FullScreen_RefreshRateInHz = display._display_mode.RefreshRate;
 
@@ -1236,7 +1236,7 @@ D3DFMT_to_DepthBits(D3DFORMAT fmt) {
 ////////////////////////////////////////////////////////////////////
 bool wdxGraphicsWindow8::
 is_badvidmem_card(D3DADAPTER_IDENTIFIER8 *pDevID) {
-  // dont trust Intel cards since they often use regular memory as vidmem
+  // don't trust Intel cards since they often use regular memory as vidmem
   if (pDevID->VendorId == 0x00008086) {
     return true;
   }

+ 1 - 1
panda/src/dxgsg9/dxGraphicsStateGuardian9.I

@@ -26,7 +26,7 @@ Colorf_to_D3DCOLOR(const Colorf &cColorf) {
   DWORD d3dcolor, tempcolorval=255;
 
   // note the default FPU rounding mode will give 255*0.5f=0x80, not 0x7F as VC would force it to by resetting rounding mode
-  // dont think this makes much difference
+  // don't think this makes much difference
 
   __asm {
         push ebx   ; want to save this in case this fn is inlined

+ 2 - 2
panda/src/dxgsg9/dxGraphicsStateGuardian9.cxx

@@ -4211,7 +4211,7 @@ free_nondx_resources() {
 ////////////////////////////////////////////////////////////////////
 void DXGraphicsStateGuardian9::
 free_d3d_device() {
-  // dont want a full reset of gsg, just a state clear
+  // don't want a full reset of gsg, just a state clear
   _state_rs = RenderState::make_empty();
   _state_mask.clear();
 
@@ -4234,7 +4234,7 @@ free_d3d_device() {
 
   free_nondx_resources();
 
-  // obviously we dont release ID3D9, just ID3DDevice9
+  // obviously we don't release ID3D9, just ID3DDevice9
 }
 
 ////////////////////////////////////////////////////////////////////

+ 1 - 1
panda/src/dxgsg9/dxInput9.cxx

@@ -59,7 +59,7 @@ bool DInput9Info::InitDirectInput() {
     HRESULT hr;
 
     // assumes dx9 exists
-    // use dynamic load so non-dinput programs dont have to load dinput
+    // use dynamic load so non-dinput programs don't have to load dinput
     #define DLLNAME "dinput9.dll"
     #define DINPUTCREATE "DirectInput9Create"
 

+ 5 - 5
panda/src/dxgsg9/dxTextureContext9.cxx

@@ -527,7 +527,7 @@ create_texture(DXScreenData &scrn) {
     } else {
       nassertr((num_color_channels == 3)||(num_color_channels == 4), false);
       // look for compatible 16bit fmts, if none then give up
-      // (dont worry about other bitdepths for 16 bit)
+      // (don't worry about other bitdepths for 16 bit)
       switch(num_alpha_bits) {
       case 0:
         if (num_color_channels == 3) {
@@ -560,7 +560,7 @@ create_texture(DXScreenData &scrn) {
     }
   case 8:
     if (needs_luminance) {
-      // dont bother handling those other 8bit lum fmts like 4-4,
+      // don't bother handling those other 8bit lum fmts like 4-4,
       // since 16 8-8 is usually supported too
       nassertr(num_color_channels == 1, false);
 
@@ -715,7 +715,7 @@ create_texture(DXScreenData &scrn) {
     break;
 
   case Texture::FT_nearest_mipmap_linear:
-    // if we dont have bilinear, do nearest_nearest
+    // if we don't have bilinear, do nearest_nearest
     if (!((filter_caps & D3DPTFILTERCAPS_MIPFPOINT) &&
           (filter_caps & D3DPTFILTERCAPS_MINFLINEAR))) {
       ft = Texture::FT_nearest_mipmap_nearest;
@@ -723,7 +723,7 @@ create_texture(DXScreenData &scrn) {
     break;
 
   case Texture::FT_linear_mipmap_nearest:
-    // if we dont have mip linear, do nearest_nearest
+    // if we don't have mip linear, do nearest_nearest
     if (!(filter_caps & D3DPTFILTERCAPS_MIPFLINEAR)) {
       ft = Texture::FT_nearest_mipmap_nearest;
     }
@@ -1060,7 +1060,7 @@ void DXTextureContext9::
 delete_texture() {
 
   if (_d3d_texture == NULL) {
-    // dont bother printing the msg below, since we already released it.
+    // don't bother printing the msg below, since we already released it.
     return;
   }
 

+ 1 - 1
panda/src/dxgsg9/dxgsg9base.h

@@ -200,7 +200,7 @@ struct DXScreenData {
   DWORD _max_available_video_memory;
   ushort _card_id;  // adapter ID
   ushort _depth_buffer_bitdepth;  //GetSurfaceDesc is not reliable so must store this explicitly
-  bool _can_direct_disable_color_writes;  // if true, dont need blending for this
+  bool _can_direct_disable_color_writes;  // if true, don't need blending for this
   bool _is_low_memory_card;
   bool _is_tnl_device;
   bool _can_use_hw_vertex_shaders;

+ 3 - 3
panda/src/dxgsg9/wdxGraphicsPipe9.cxx

@@ -305,7 +305,7 @@ find_all_card_memavails() {
 
     // Get Current VidMem avail.  Note this is only an estimate, when
     // we switch to fullscreen mode from desktop, more vidmem will be
-    // available (typically 1.2 meg).  I dont want to switch to
+    // available (typically 1.2 meg).  I don't want to switch to
     // fullscreen more than once due to the annoying monitor flicker,
     // so try to figure out optimal mode using this estimate
     DDSCAPS2 ddsGAVMCaps;
@@ -618,7 +618,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
     }
 
     // ignore memory based checks for min res 640x480.  some cards just
-    // dont give accurate memavails.  (should I do the check anyway for
+    // don't give accurate memavails.  (should I do the check anyway for
     // 640x480 32bpp?)
     bool bDoMemBasedChecks =
       ((!((RequestedX_Size == 640)&&(RequestedY_Size == 480))) &&
@@ -655,7 +655,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
       // refresh rates less than 60
       if (0) {
         if ((dispmode.RefreshRate<60) && (dispmode.RefreshRate>1)) {
-          // dont want refresh rates under 60Hz, but 0 or 1 might indicate
+          // don't want refresh rates under 60Hz, but 0 or 1 might indicate
           // a default refresh rate, which is usually > = 60
           if (bVerboseMode) {
             wdxdisplay9_cat.info()

+ 3 - 3
panda/src/dxgsg9/wdxGraphicsWindow9.cxx

@@ -44,7 +44,7 @@ wdxGraphicsWindow9(GraphicsEngine *engine, GraphicsPipe *pipe,
                    GraphicsOutput *host):
   WinGraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
 {
-  // dont actually create the window in the constructor.  reason:
+  // don't actually create the window in the constructor.  reason:
   // multi-threading requires panda C++ window object to exist in
   // separate thread from actual API window
 
@@ -709,7 +709,7 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
   if (is_fullscreen()) {
     // CREATE FULLSCREEN BUFFERS
 
-    presentation_params->SwapEffect = D3DSWAPEFFECT_DISCARD;  // we dont care about preserving contents of old frame
+    presentation_params->SwapEffect = D3DSWAPEFFECT_DISCARD;  // we don't care about preserving contents of old frame
     presentation_params->PresentationInterval = (do_sync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
     presentation_params->FullScreen_RefreshRateInHz = display._display_mode.RefreshRate;
 
@@ -1332,7 +1332,7 @@ D3DFMT_to_DepthBits(D3DFORMAT fmt) {
 ////////////////////////////////////////////////////////////////////
 bool wdxGraphicsWindow9::
 is_badvidmem_card(D3DADAPTER_IDENTIFIER9 *pDevID) {
-  // dont trust Intel cards since they often use regular memory as vidmem
+  // don't trust Intel cards since they often use regular memory as vidmem
   if (pDevID->VendorId == 0x00008086) {
     return true;
   }

+ 1 - 1
panda/src/event/asyncTask.I

@@ -79,7 +79,7 @@ get_manager() const {
 //               added will not affect the task's wake time; it will
 //               only affect the task if it is re-added to the queue
 //               in the future, for instance if the task returns
-//               DS_again.  Howver, see recalc_wake_time() if you wish
+//               DS_again.  However, see recalc_wake_time() if you wish
 //               to apply the delay effect immediately.
 ////////////////////////////////////////////////////////////////////
 INLINE void AsyncTask::

+ 1 - 1
panda/src/express/datagramIterator.I

@@ -60,7 +60,7 @@ operator = (const DatagramIterator &copy) {
 ////////////////////////////////////////////////////////////////////
 //     Function: DatagramIterator::assign
 //       Access: Public
-//  Description: direct Assigment to a Datagram
+//  Description: direct Assignment to a Datagram
 ////////////////////////////////////////////////////////////////////
 INLINE void DatagramIterator::assign(Datagram &datagram, size_t offset)
 {

+ 1 - 1
panda/src/express/memoryUsagePointers.I

@@ -44,7 +44,7 @@ Entry(const Entry &copy) :
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: MemoryUsagePointers::Entry::Copy Assigment Operator
+//     Function: MemoryUsagePointers::Entry::Copy Assignment Operator
 //       Access: Public
 //  Description:
 ////////////////////////////////////////////////////////////////////

+ 1 - 1
panda/src/grutil/meshDrawer.cxx

@@ -137,7 +137,7 @@ void MeshDrawer::end() {
     _vertex->add_data3f(0,0,0);
     _vertex->add_data3f(0,0,0);
   }
-  // dont clear more then you have too
+  // don't clear more then you have too
   _last_clear_index = _clear_index;
 
   // delete the re writers

+ 2 - 2
panda/src/grutil/meshDrawer2D.cxx

@@ -88,7 +88,7 @@ void MeshDrawer2D::generator(int budget) {
 ////////////////////////////////////////////////////////////////////
 //     Function: MeshDrawer2D::begin
 //       Access: Published
-//  Description: Opens up the geom for drawing, dont forget to call
+//  Description: Opens up the geom for drawing, don't forget to call
 //               MeshDrawer2D::end()
 ////////////////////////////////////////////////////////////////////
 void MeshDrawer2D::begin() {
@@ -125,7 +125,7 @@ void MeshDrawer2D::end() {
     _vertex->add_data3f(0,0,0);
     _vertex->add_data3f(0,0,0);
   }
-  // dont clear more then you have too
+  // don't clear more then you have too
   _last_clear_index = _clear_index;
 
   // delete the re writers

+ 18 - 18
panda/src/grutil/meshDrawer2D.h

@@ -41,10 +41,10 @@
 
 ////////////////////////////////////////////////////////////////////
 //       Class : MeshDrawer2D
-// Description : This class allows the drawing of 2d objects - 
+// Description : This class allows the drawing of 2d objects -
 //               mainly based on quads and rectangles.
-//               Alows clipping and serverl high level UI theme
-//               functions. 
+//               Allows clipping and serverl high level UI theme
+//               functions.
 ////////////////////////////////////////////////////////////////////
 class EXPCL_PANDA_GRUTIL MeshDrawer2D : public TypedObject {
 PUBLISHED:
@@ -54,44 +54,44 @@ PUBLISHED:
   INLINE void set_budget(int budget);
   INLINE int get_budget();
   INLINE NodePath get_root();
-  
+
   INLINE void quad_raw(
     LVector3f v1, LVector4f c1, LVector2f uv1,
     LVector3f v2, LVector4f c2, LVector2f uv2,
     LVector3f v3, LVector4f c3, LVector2f uv3,
     LVector3f v4, LVector4f c4, LVector2f uv4);
-  
+
   INLINE void rectangle_raw(
-    float x, float y, float w, float h, 
-    float u, float v, float us, float vs, 
+    float x, float y, float w, float h,
+    float u, float v, float us, float vs,
     LVector4f color);
-  
+
   INLINE void set_clip(float x, float y, float w, float h);
-  
+
   INLINE void rectangle(
-    float x, float y, float w, float h, 
-    float u, float v, float us, float vs, 
+    float x, float y, float w, float h,
+    float u, float v, float us, float vs,
     LVector4f color);
-  
+
   void rectangle_border(
       float x, float y, float w, float h,
       float r, float t, float l, float b,
       float tr, float tt, float tl, float tb,
-      float u, float v, float us, float vs, 
+      float u, float v, float us, float vs,
       LVector4f color);
 
   void rectangle_border_tiled(
       float x, float y, float w, float h,
       float r, float t, float l, float b,
       float tr, float tt, float tl, float tb,
-      float u, float v, float us, float vs, 
+      float u, float v, float us, float vs,
       LVector4f color);
 
   void rectangle_tiled(
-    float x, float y, float w, float h, 
-    float u, float v, float us, float vs, 
-    LVector4f color);              
-                  
+    float x, float y, float w, float h,
+    float u, float v, float us, float vs,
+    LVector4f color);
+
   void begin();
   void end();
 

+ 1 - 1
panda/src/linmath/lmatrix3_src.I

@@ -889,7 +889,7 @@ transpose_in_place() {
 
 // Matrix inversion code from Numerical Recipes in C.
 
-// dont trust compilers to inline these
+// don't trust compilers to inline these
 #define DET2(E00,E01,E10,E11) ((E00)*(E11) - (E10)*(E01))
 #define MATRIX3_DETERMINANT(mat)                                  \
    ( (mat)._00 * DET2((mat)._11,(mat)._12,(mat)._21,(mat)._22)    \

+ 2 - 2
panda/src/linmath/lvecBase3_src.I

@@ -587,7 +587,7 @@ get_standardized_rotation(FLOATTYPE angle_in_degrees) {
 //       Access: Published
 //  Description: Try to un-spin the hpr to a standard form.  Like
 //               all standards, someone decides between many
-//               arbitrary posible standards.  This function assumes
+//               arbitrary possible standards.  This function assumes
 //               that 0 and 360 are the same, as is 720 and
 //               -360.  Also 180 and -180 are the same.  Another
 //               example is -90 and 270.
@@ -828,7 +828,7 @@ fmin(const FLOATNAME(LVecBase3) &other) {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: LVecBase3::cross product (with assigment)
+//     Function: LVecBase3::cross product (with assignment)
 //       Access: Published
 //  Description:
 ////////////////////////////////////////////////////////////////////

+ 1 - 1
panda/src/osxdisplay/osxGraphicsWindow.mm

@@ -1048,7 +1048,7 @@ os_open_window(WindowProperties &req_properties) {
 
   if (_current_icon != NULL && _pending_icon == NULL) {
     // If we already have an icon specified, we'll need to reapply it
-    // when the window is succesfully created.
+    // when the window is successfully created.
     _pending_icon = _current_icon;
     _current_icon = NULL;
   }

+ 2 - 2
panda/src/pipeline/cycleDataStageWriter.I

@@ -70,7 +70,7 @@ CycleDataStageWriter(const CycleDataStageWriter<CycleDataType> &copy) :
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: CycleDataStageWriter::Copy Assigment (full)
+//     Function: CycleDataStageWriter::Copy Assignment (full)
 //       Access: Public
 //  Description:
 ////////////////////////////////////////////////////////////////////
@@ -229,7 +229,7 @@ CycleDataStageWriter(const CycleDataStageWriter<CycleDataType> &copy) :
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: CycleDataStageWriter::Copy Assigment (trivial)
+//     Function: CycleDataStageWriter::Copy Assignment (trivial)
 //       Access: Public
 //  Description:
 ////////////////////////////////////////////////////////////////////

+ 2 - 2
panda/src/pipeline/cycleDataWriter.I

@@ -72,7 +72,7 @@ CycleDataWriter(const CycleDataWriter<CycleDataType> &copy) :
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: CycleDataWriter::Copy Assigment (full)
+//     Function: CycleDataWriter::Copy Assignment (full)
 //       Access: Public
 //  Description:
 ////////////////////////////////////////////////////////////////////
@@ -229,7 +229,7 @@ CycleDataWriter(const CycleDataWriter<CycleDataType> &copy) :
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: CycleDataWriter::Copy Assigment (trivial)
+//     Function: CycleDataWriter::Copy Assignment (trivial)
 //       Access: Public
 //  Description:
 ////////////////////////////////////////////////////////////////////

+ 2 - 2
panda/src/pnmimage/pnmImage.I

@@ -55,7 +55,7 @@ PNMImage(const PNMImage &copy) {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function: PNMImage::Copy Assigment Operator
+//     Function: PNMImage::Copy Assignment Operator
 //       Access: Published
 //  Description:
 ////////////////////////////////////////////////////////////////////
@@ -238,7 +238,7 @@ is_valid() const {
 //               image.  The new number of channels must be an integer
 //               in the range 1 through 4, inclusive.  This will
 //               allocate and/or deallocate memory as necessary to
-//               accomodate; see set_color_type().
+//               accommodate; see set_color_type().
 ////////////////////////////////////////////////////////////////////
 INLINE void PNMImage::
 set_num_channels(int num_channels) {

+ 2 - 2
panda/src/pnmimage/pnmImage.cxx

@@ -301,7 +301,7 @@ read(istream &data, const string &filename, PNMFileType *type,
 //               reading the entire image.
 //
 //               The PNMReader is always deleted upon completion,
-//               whether succesful or not.
+//               whether successful or not.
 ////////////////////////////////////////////////////////////////////
 bool PNMImage::
 read(PNMReader *reader) {
@@ -406,7 +406,7 @@ write(ostream &data, const string &filename, PNMFileType *type) const {
 //               writer via the PNMImageHeader::make_writer() methods.
 //
 //               The PNMWriter is always deleted upon completion,
-//               whether succesful or not.
+//               whether successful or not.
 ////////////////////////////////////////////////////////////////////
 bool PNMImage::
 write(PNMWriter *writer) const {

+ 8 - 8
panda/src/testbed/pgrid.cxx

@@ -42,9 +42,9 @@ typedef struct {
   float xoffset,yoffset;
   float ang1,ang1_vel;
   float ang2,ang2_vel;
-  
+
   float radius;
-  
+
   // for moving
   float xstart,ystart;
   float xend,yend;
@@ -84,8 +84,8 @@ move_gridded_stuff(GriddedMotionType gridmotiontype,
 #define DO_FP_MODULUS(VAL,MAXVAL)  \
     {if(VAL > MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL);  VAL=VAL-idivresult*MAXVAL;} else  \
     if(VAL < -MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL);  VAL=VAL+idivresult*MAXVAL;}}
-  
-    // probably should use panda lerps for this stuff, but I dont understand how
+
+    // probably should use panda lerps for this stuff, but I don't understand how
 
     if(gridmotiontype==Rotation) {
 
@@ -238,21 +238,21 @@ load_gridded_models(WindowFramework *window,
 
   // Compute the integer square root of grid_count, so that we put our
   // models in a nice square grid.
-      
+
   gridwidth=1;
   while(gridwidth*gridwidth < grid_count) {
     gridwidth++;
   }
-  
+
   grid_pos_offset = -gridwidth*GRIDCELLSIZE/2.0;
   wander_area_pos_offset = -max((float)fabs(grid_pos_offset), MIN_WANDERAREA_DIMENSION/2.0f);
 
   // Now walk through the list again, copying models into the scene
   // graph as we go.
-  
+
   float xpos = grid_pos_offset;
   float ypos = grid_pos_offset;
-      
+
   srand( (unsigned)time( NULL ) );
   double now = ClockObject::get_global_clock()->get_frame_time();
 

+ 1 - 1
panda/src/tinydisplay/README.txt

@@ -88,7 +88,7 @@ texture objects.
   features from TinyGL.
 
 - C sources for GCC on 32/64 bit architectures. It has been tested
-succesfully on x86-Linux and MS Windows.
+successfully on x86-Linux and MS Windows.
 
 Examples:
 ---------

+ 1 - 1
panda/src/tinydisplay/tinyOsxGraphicsWindow.mm

@@ -820,7 +820,7 @@ bool TinyOsxGraphicsWindow::OSOpenWindow(WindowProperties &req_properties) {
 
   if (_current_icon != NULL && _pending_icon == NULL) {
       // If we already have an icon specified, we'll need to reapply it
-      // when the window is succesfully created.
+      // when the window is successfully created.
       _pending_icon = _current_icon;
       _current_icon = NULL;
   }

+ 1 - 1
panda/src/vrpn/vrpnClient.I

@@ -41,7 +41,7 @@ is_valid() const {
 //     Function: VrpnClient::is_connected
 //       Access: Public
 //  Description: Returns true if the connection is established
-//               succesfully, false otherwise.
+//               successfully, false otherwise.
 ////////////////////////////////////////////////////////////////////
 INLINE bool VrpnClient::
 is_connected() const {

+ 2 - 2
panda/src/windisplay/winGraphicsWindow.cxx

@@ -1759,7 +1759,7 @@ window_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
     if (wparam == SC_KEYMENU) {
       // if Alt is released (alone w/o other keys), defwindproc will
       // send this command, which will 'activate' the title bar menu
-      // (we have none) and give focus to it.  we dont want this to
+      // (we have none) and give focus to it.  we don't want this to
       // happen, so kill this msg.
 
       // Note that the WM_SYSKEYUP message for Alt has already
@@ -2314,7 +2314,7 @@ hide_or_show_cursor(bool hide_cursor) {
   }
 }
 
-// dont pick any video modes < MIN_REFRESH_RATE Hz
+// don't pick any video modes < MIN_REFRESH_RATE Hz
 #define MIN_REFRESH_RATE 60
 // EnumDisplaySettings may indicate 0 or 1 for refresh rate, which means use driver default rate (assume its >min_refresh_rate)
 #define ACCEPTABLE_REFRESH_RATE(RATE) ((RATE >= MIN_REFRESH_RATE) || (RATE==0) || (RATE==1))

+ 1 - 1
pandatool/src/scripts/builder.cshrc

@@ -84,7 +84,7 @@ endif
 
 
 if (! $?TCSH_NO_PANDA_ATTACH ) then
-# builder scripts dont attach (attach scripts too buggy on cygwin 1.0)
+# builder scripts don't attach (attach scripts too buggy on cygwin 1.0)
 # they set paths manually
 # setenv TOOL /install/tool
 setenv MYTOOL ~/player/dtool

+ 3 - 3
pandatool/src/scripts/builder.pl

@@ -377,7 +377,7 @@ sub archivetree() {
             &myexecstr("( for /R ".$archdirname."\\".$dir1."\\src\\testbed %i in (*.pdb *.map) do copy %i ".$archdirname."\\".$dir1."\\bin )","nomsg","DO_LOG","NT cmd");
         }
 
-        # NT cmd 'for' always returns 144 for some reason, impossible to detect error cond, so just dont check retval
+        # NT cmd 'for' always returns 144 for some reason, impossible to detect error cond, so just don't check retval
         # delete old objs/pdbs/etc out of archived trees (just blow away the Opt[Win32] dir)
         # &myexecstr("( for /D /R ".$archdirname."\\".$dir1."\\src %i in (Opt*Win32) do rd /s /q %i )","nomsg","DO_LOG","NT cmd");
 
@@ -517,7 +517,7 @@ sub buildall() {
     }
 
     if($DONT_ARCHIVE_OLD_BUILDS) {
-        &myexecstr("rd /s /q ".$inst_dirs[$treenum],"DO_LOG","NT cmd");  # dont bother checking errors here, probably just some shell has the dir cd'd to
+        &myexecstr("rd /s /q ".$inst_dirs[$treenum],"DO_LOG","NT cmd");  # don't bother checking errors here, probably just some shell has the dir cd'd to
     } else {
         &archivetree($treenum);
     }
@@ -540,7 +540,7 @@ sub buildall() {
     # hopefully there are no extra dirs underneath
 
     # add wintools to dir copy list
-    # dont want to add wintools to global dirstodo, treat it separately
+    # don't want to add wintools to global dirstodo, treat it separately
     unshift(dirstodolist,"wintools");
 
     foreach my $dir1 (@dirstodolist) {