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

This commit is contained in:
rdb 2010-11-16 08:58:45 +00:00
parent d7624e62c6
commit 804a72b716
55 changed files with 181 additions and 186 deletions

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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()

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@ -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()

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@ -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()

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@ -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,

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@ -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) {

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@ -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)

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@ -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

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@ -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'])

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@ -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

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@ -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]

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@ -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::

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@ -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;

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@ -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.

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@ -19,50 +19,50 @@
//
////////////////////////////////////////////////////////////////////
//
//[FIRST READ FmodAudioManager for an Introduction if you haven't
//already].
// [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.
// 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.
// 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.
// 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.
// 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.
// 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.
// 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.
// 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.
// 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();
}

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@ -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__ */

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@ -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

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@ -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

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@ -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

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@ -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
}
////////////////////////////////////////////////////////////////////

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@ -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"

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@ -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;
}

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@ -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;

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@ -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()

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@ -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;
}

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@ -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

View File

@ -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
}
////////////////////////////////////////////////////////////////////

View File

@ -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"

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@ -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;
}

View File

@ -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;

View File

@ -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()

View File

@ -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;
}

View File

@ -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::

View File

@ -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)
{

View File

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

View File

@ -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

View File

@ -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

View File

@ -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();

View File

@ -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) \

View File

@ -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:
////////////////////////////////////////////////////////////////////

View File

@ -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;
}

View File

@ -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:
////////////////////////////////////////////////////////////////////

View File

@ -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:
////////////////////////////////////////////////////////////////////

View File

@ -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) {

View File

@ -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 {

View File

@ -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();

View File

@ -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:
---------

View File

@ -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;
}

View File

@ -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 {

View File

@ -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))

View File

@ -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

View File

@ -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) {