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Merge pull request #1130 from undisputed-seraphim/clear-msvc-codepage-warnings

Cleared majority of codepage warnings in Visual Studio 2015.
Kim Kulling 8 жил өмнө
parent
commit
685c737051

+ 1 - 1
code/AMFImporter.cpp

@@ -353,7 +353,7 @@ static bool ParseHelper_Decode_Base64_IsBase64(const char pChar)
 void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
 {
     // With help from
-    // RenИ Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
+    // René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
     const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
 
     uint8_t tidx = 0;

+ 3 - 3
code/ASEParser.cpp

@@ -1135,7 +1135,7 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
             bool b = false;
 
             // For the moment we're just reading the three floats -
-            // we ignore the dditional information for bezier's and TCBs
+            // we ignore the additional information for bezier's and TCBs
 
             // simple scaling keyframe
             if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
@@ -1181,7 +1181,7 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
             bool b = false;
 
             // For the moment we're just reading the three floats -
-            // we ignore the dditional information for bezier's and TCBs
+            // we ignore the additional information for bezier's and TCBs
 
             // simple scaling keyframe
             if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
@@ -1227,7 +1227,7 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
             bool b = false;
 
             // For the moment we're just reading the  floats -
-            // we ignore the dditional information for bezier's and TCBs
+            // we ignore the additional information for bezier's and TCBs
 
             // simple scaling keyframe
             if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))

+ 1 - 1
code/LWOMaterial.cpp

@@ -454,7 +454,7 @@ void LWOImporter::FindUVChannels(LWO::Surface& surf,
                             ++extra;
                             out[next++] = i;
                         }
-                        // Bh ... seems not to be used at all. Push to end if enough space is available.
+                        // Bah ... seems not to be used at all. Push to end if enough space is available.
                         else {
                             out[extra++] = i;
                             ++num_extra;

+ 1 - 1
code/SMDLoader.cpp

@@ -702,7 +702,7 @@ void SMDImporter::ParseFile()
     {
         if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
 
-        // "version <n> \n", <n> should be 1 for hl and hl SMD files
+        // "version <n> \n", <n> should be 1 for hl and hl2 SMD files
         if (TokenMatch(szCurrent,"version",7))
         {
             if(!SkipSpaces(szCurrent,&szCurrent)) break;

+ 1 - 1
code/SpatialSort.cpp

@@ -245,7 +245,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
 
     // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
     //  tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
-    //  logarithmic precision - around 1, they are 1(2^24) and around 10000, they are 0.00125.
+    //  logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125.
 
     // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
     //  incoming vertex positions might have already been transformed, probably using rather

+ 1 - 1
code/X3DImporter.hpp

@@ -566,7 +566,7 @@ private:
 	///			There shall be at least as many colours in the X3DColorNode node as there are faces.
 	/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
 	///		If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
-	///			field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (1)
+	///			field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (-1)
 	///			in exactly the same places as the coordIndex field.
 	///		If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
 	/// \param [in] pMesh - mesh for adding data.

+ 4 - 4
code/X3DImporter_Geometry3D.cpp

@@ -467,7 +467,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
 	if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))// at first special cases
 	{
 		if(pSpine_Closed)
-		{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] − spine[n − 2]) to compute the Y-axis.
+		{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] - spine[n - 2]) to compute the Y-axis.
 			// As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0])
 			// in tail are removed.
 			// So, last point in pSpine is a spine[n - 2]
@@ -478,13 +478,13 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
 			tvec = pSpine[1] - pSpine[0];
 		}
 		else
-		{// The Y-axis used for the last point it is the vector from spine[n−2] to spine[n−1]. In our case(see above about droping tail) spine[n - 1] is
+		{// The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about droping tail) spine[n - 1] is
 			// the spine[0].
 			tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
 		}
 	}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))
 	else
-	{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] − spine[i−1]).
+	{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] - spine[i-1]).
 		tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1];
 	}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else
 
@@ -549,7 +549,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx
 	}
 
 	// After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis
-	// is flipped (multiplied by 1).
+	// is flipped (multiplied by -1).
 	if((tvec * pVecZ_Prev) < 0) tvec = -tvec;
 
 	return tvec.Normalize();

+ 1 - 1
code/X3DImporter_Node.hpp

@@ -780,7 +780,7 @@ struct CX3DImporter_NodeElement_Light : public CX3DImporter_NodeElement
 	float Intensity;///< Specifies the brightness of the direct emission from the light.
 	/// \var Attenuation
 	/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
-	/// is: "1 / max(attenuation[0] + attenuation[1] × r + attenuation[2] × r2, 1)", where r is the distance from the light to the surface being illuminated.
+	/// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
 	aiVector3D Attenuation;
 	aiVector3D Location;///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
 	float Radius;///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.

+ 1 - 1
contrib/clipper/clipper.cpp

@@ -26,7 +26,7 @@
 * Paper no. DETC2005-85513 pp. 565-575                                         *
 * ASME 2005 International Design Engineering Technical Conferences             *
 * and Computers and Information in Engineering Conference (IDETC/CIE2005)      *
-* September 2428, 2005 , Long Beach, California, USA                          *
+* September 24-28, 2005 , Long Beach, California, USA                          *
 * http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf              *
 *                                                                              *
 *******************************************************************************/

+ 1 - 1
contrib/clipper/clipper.hpp

@@ -26,7 +26,7 @@
 * Paper no. DETC2005-85513 pp. 565-575                                         *
 * ASME 2005 International Design Engineering Technical Conferences             *
 * and Computers and Information in Engineering Conference (IDETC/CIE2005)      *
-* September 2428, 2005 , Long Beach, California, USA                          *
+* September 24-28, 2005 , Long Beach, California, USA                          *
 * http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf              *
 *                                                                              *
 *******************************************************************************/

+ 1 - 1
include/assimp/defs.h

@@ -212,7 +212,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
 #error Currently, Borland is unsupported. Feel free to port Assimp.
 
-// "W8059 Packgr��e der Struktur ge�ndert"
+// "W8059 Packgröße der Struktur geändert"
 
 #endif
 

+ 1 - 1
include/assimp/matrix3x3.h

@@ -154,7 +154,7 @@ public:
      *  vector called "from" into another vector called "to".
      * Input : from[3], to[3] which both must be *normalized* non-zero vectors
      * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
-     * Authors: Tomas Mller, John Hughes
+     * Authors: Tomas Möller, John Hughes
      *          "Efficiently Building a Matrix to Rotate One Vector to Another"
      *          Journal of Graphics Tools, 4(4):1-4, 1999
      */

+ 1 - 1
include/assimp/matrix3x3.inl

@@ -242,7 +242,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
  * "from" into another vector called "to".
  * Input : from[3], to[3] which both must be *normalized* non-zero vectors
  * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Mller, John Hughes
+ * Authors: Tomas Möller, John Hughes
  *          "Efficiently Building a Matrix to Rotate One Vector to Another"
  *          Journal of Graphics Tools, 4(4):1-4, 1999
  */

+ 1 - 1
include/assimp/matrix4x4.inl

@@ -592,7 +592,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
  * "from" into another vector called "to".
  * Input : from[3], to[3] which both must be *normalized* non-zero vectors
  * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Mller, John Hughes
+ * Authors: Tomas Möller, John Hughes
  *          "Efficiently Building a Matrix to Rotate One Vector to Another"
  *          Journal of Graphics Tools, 4(4):1-4, 1999
  */