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 return bundles
def __updateSortedLODNames(self): 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 # and sort them every time somebody asks for the list
self.__sortedLODNames = self.__partBundleDict.keys() self.__sortedLODNames = self.__partBundleDict.keys()
# Reverse sort the doing a string->int # 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))) t)))
(defun py-go-up-tree-to-keyword (key) (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 KEY is a regular expression describing a Python keyword. Skip blank
lines and non-indenting comments. If the statement found starts with 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): elif inheritsFrom(type2, type1):
return 1 return 1
else: 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 # rule just so it is not arbitrary
if (type1.foreignTypeName > type2.foreignTypeName): if (type1.foreignTypeName > type2.foreignTypeName):
return -1 return -1

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@ -173,7 +173,7 @@ class State(DirectObject):
if fsm.getCurrentState(): if fsm.getCurrentState():
# made this 'conditional_request()' instead of 'request()' to avoid warning when # made this 'conditional_request()' instead of 'request()' to avoid warning when
# loading minigames where rules->frameworkInit transition doesnt exist and you # 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()) fsm.conditional_request((fsm.getInitialState()).getName())
# If it has no current state, I assume this means it # 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): def cget(self, option):
# Get current configuration setting. # 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:]) getter = eval('self.get' + string.upper(option[0]) + option[1:])
return getter() return getter()

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

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@ -374,7 +374,7 @@ class OnscreenText(DirectObject, NodePath):
self.textNode.clearFrame() self.textNode.clearFrame()
def configure(self, option=None, **kw): def configure(self, option=None, **kw):
# These is for compatability with DirectGui functions # These is for compatibility with DirectGui functions
if not self.mayChange: if not self.mayChange:
print 'OnscreenText.configure: mayChange == 0' print 'OnscreenText.configure: mayChange == 0'
return return
@ -396,7 +396,7 @@ class OnscreenText(DirectObject, NodePath):
def cget(self, option): def cget(self, option):
# Get current configuration setting. # 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:]) getter = eval('self.get' + string.upper(option[0]) + option[1:])
return getter() 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 # 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 # and the next taskMgr cycle). There still seems to be a skip
# in Miles when looping MP3s. =( # 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 # use base.camera as the listener, node must not be None
def __init__(self, sound, loop = 0, duration = 0.0, name = None, def __init__(self, sound, loop = 0, duration = 0.0, name = None,
volume = 1.0, startTime = 0.0, node=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"); _main_object->set_string_property("status", "starting");
} else if (message == "onwindowopen") { } 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. // window, for the first time. Hide the splash window.
_instance_window_opened = true; _instance_window_opened = true;
if (_splash_window != NULL) { if (_splash_window != NULL) {

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@ -75,7 +75,7 @@ class SfxPlayer:
self.setFinalVolume(sfx, node, volume, listenerNode, cutoff) 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 # "interrupt" was specified
if interrupt or (sfx.status() != AudioSound.PLAYING): if interrupt or (sfx.status() != AudioSound.PLAYING):
sfx.setTime(time) 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 # to a user request so sfxActive/musicActive represent how things
# *should* be, regardless of App/OS/HW state # *should* be, regardless of App/OS/HW state
def enableMusic(self, bEnableMusic): def enableMusic(self, bEnableMusic):
# dont setActive(1) if no audiofocus # don't setActive(1) if no audiofocus
if self.AppHasAudioFocus and self.musicManagerIsValid: if self.AppHasAudioFocus and self.musicManagerIsValid:
self.musicManager.setActive(bEnableMusic) self.musicManager.setActive(bEnableMusic)
self.musicActive = bEnableMusic self.musicActive = bEnableMusic
@ -1582,7 +1582,7 @@ class ShowBase(DirectObject.DirectObject):
self.sfxManagerList[i].setActive(bEnabled) self.sfxManagerList[i].setActive(bEnabled)
def enableSoundEffects(self, bEnableSoundEffects): def enableSoundEffects(self, bEnableSoundEffects):
# dont setActive(1) if no audiofocus # don't setActive(1) if no audiofocus
if self.AppHasAudioFocus or (bEnableSoundEffects==0): if self.AppHasAudioFocus or (bEnableSoundEffects==0):
self.SetAllSfxEnables(bEnableSoundEffects) self.SetAllSfxEnables(bEnableSoundEffects)
self.sfxActive=bEnableSoundEffects self.sfxActive=bEnableSoundEffects

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@ -563,7 +563,7 @@ class ActorControl(Pmw.MegaWidget):
def setPlayRate(self, rate): def setPlayRate(self, rate):
# set play rate on the actor, although for the AnimPanel # 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 # the self.playRate value since we drive the animation
# playback ourselves # playback ourselves
self['actor'].setPlayRate(eval(rate), self['active']) 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] #define idl $[idl_to_gen]
$[TAB] $[MIDL_COMMAND] $[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 // it is already there, but in the wrong directory. should really add this to official dependency list
#foreach file $[GENERATED_IDL_H_DEPENDENTS] #foreach file $[GENERATED_IDL_H_DEPENDENTS]
$[file] : $[ODIR]/$[IDL_BASENAME].h $[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] #define idl $[idl_to_gen]
$[TAB] $[MIDL_COMMAND] $[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 // it is already there, but in the wrong directory. should really add this to official dependency list
#foreach file $[GENERATED_IDL_H_DEPENDENTS] #foreach file $[GENERATED_IDL_H_DEPENDENTS]
$[osfilename $[file]] : $[osfilename $[ODIR]/$[IDL_BASENAME].h] $[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 // Function: MemoryHook::inflate_size
// Access: Private, Static // Access: Private, Static
// Description: Increments the amount of requested size as necessary // 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. // each allocated block.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
INLINE size_t MemoryHook:: INLINE size_t MemoryHook::

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

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

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@ -19,50 +19,50 @@
// //
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// //
//[FIRST READ FmodAudioManager for an Introduction if you haven't // [FIRST READ FmodAudioManager for an Introduction if you haven't
//already]. // already].
// //
//Hello, all future Panda audio code people! This is my errata // Hello, all future Panda audio code people! This is my errata
//documentation to Help any future programmer maintain FMOD and PANDA. // documentation to Help any future programmer maintain FMOD and PANDA.
// //
//Well, if you reading this you probably want to know how PANDA deals // 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. // with sounds directly using FMOD-EX. Well I am going to tell you.
// //
//The first thing, you as the programmer have to understand, // The first thing, you as the programmer have to understand,
//especially if you never have done sound programming before, is how // especially if you never have done sound programming before, is how
//the FMOD-EX API works. // the FMOD-EX API works.
// //
//With FMOD-EX the guys at Firelight, adopted a model of managing // 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 // sounds with FMOD similar to how a Sound Designer creates sound in a
//sound studio using SOUNDS and CHANNELS. Although this may seem // sound studio using SOUNDS and CHANNELS. Although this may seem
//strange at first, if you are not familiar with sound programming, // strange at first, if you are not familiar with sound programming,
//there is a very good metaphor you are probably already familiar with // there is a very good metaphor you are probably already familiar with
//to explain how FMOD-EX works. // to explain how FMOD-EX works.
// //
//Think of you standard GUI API. Usually a GUI API is made up of two // Think of you standard GUI API. Usually a GUI API is made up of two
//things: Windows and Widgets. These correspond to CHANNELS and // things: Windows and Widgets. These correspond to CHANNELS and
//SOUNDS, where a Channel is a Window and a Sound is Widget. Sounds // SOUNDS, where a Channel is a Window and a Sound is Widget. Sounds
//are played within channels, and channels don't exist unless they // are played within channels, and channels don't exist unless they
//have something to display. // have something to display.
// //
//Now why am I explaining all of this? When PANDA was created they set // 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 // 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 // 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 // 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 // FmodAudioSound Class, now has to handle two different parts of the
//FMOD-EX API in order to play a sound. // FMOD-EX API in order to play a sound.
// //
//SOUND: The object the handles the audio data in form of WAV, AIF, // SOUND: The object the handles the audio data in form of WAV, AIF,
//OGG, MID, IT, MP3, etc... And CHANNEL: The object that actually // OGG, MID, IT, MP3, etc... And CHANNEL: The object that actually
//plays the sound and manipulates it in real time. // plays the sound and manipulates it in real time.
// //
//Ultimately this isn't a problem expect for a couple situations when // 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 // 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 // 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 // Channels in FMOD do not exist unless they are playing a sound. And
//in the PANDA FmodAudioSound API class there is only ONE dedicated // in the PANDA FmodAudioSound API class there is only ONE dedicated
//channel per sound. Otherwise there is really nothing to worry // channel per sound. Otherwise there is really nothing to worry
//about. // about.
// //
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -86,7 +86,7 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
FmodAudioSound(AudioManager *manager, Filename fn, bool positional ); FmodAudioSound(AudioManager *manager, Filename fn, bool positional );
~FmodAudioSound(); ~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 // volume, and balance, prior to calling play(). You may
// set them while they're playing, but it's implementation // set them while they're playing, but it's implementation
// specific whether you get the results. // specific whether you get the results.
@ -103,7 +103,7 @@ class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
void set_loop_count(unsigned long loop_count=1); void set_loop_count(unsigned long loop_count=1);
unsigned long get_loop_count() const; unsigned long get_loop_count() const;
// 0 = begining; length() = end. // 0 = beginning; length() = end.
// inits to 0.0. // inits to 0.0.
void set_time(float start_time=0.0); void set_time(float start_time=0.0);
float get_time() const; float get_time() const;

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@ -42,7 +42,7 @@ public:
~OpenALAudioSound(); ~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 // volume, and balance, prior to calling play(). You may
// set them while they're playing, but it's implementation // set them while they're playing, but it's implementation
// specific whether you get the results. // specific whether you get the results.
@ -59,7 +59,7 @@ public:
void set_loop_count(unsigned long loop_count=1); void set_loop_count(unsigned long loop_count=1);
unsigned long get_loop_count() const; unsigned long get_loop_count() const;
// 0 = begining; length() = end. // 0 = beginning; length() = end.
// inits to 0.0. // inits to 0.0.
void set_time(float time=0.0); void set_time(float time=0.0);
float get_time() const; float get_time() const;
@ -234,8 +234,3 @@ private:
#endif //] #endif //]
#endif /* __OPENAL_AUDIO_SOUND_H__ */ #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 // series), this will generally contain the new URL the
// server wants us to try. In many cases, the client // server wants us to try. In many cases, the client
// will automatically follow redirects; if these are // 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() // and get_redirect() will return empty, but get_url()
// will return the new, redirected URL. // will return the new, redirected URL.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -1007,7 +1007,7 @@ get_bytes_requested() const {
// transmission. // transmission.
// //
// Note that simply testing is_download_complete() does // 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 // retrieved--you might have just downloaded the "404
// not found" stub (for instance) that a server would // not found" stub (for instance) that a server would
// provide in response to some error condition. You // 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 // Description: This may be called once, presumably at the beginning
// of an application, to initialize OpenSSL's random // of an application, to initialize OpenSSL's random
// seed. On Windows, it is particularly important to // 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, // any https operations or otherwise use encryption,
// since the Windows algorithm for getting a random seed // since the Windows algorithm for getting a random seed
// takes 2-3 seconds at startup, but can take 30 seconds // 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; 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 // 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 { __asm {
push ebx ; want to save this in case this fn is inlined 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:: void DXGraphicsStateGuardian8::
free_d3d_device() { 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_rs = RenderState::make_empty();
_state_mask.clear(); _state_mask.clear();
@ -3295,7 +3295,7 @@ free_d3d_device() {
free_nondx_resources(); 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; HRESULT hr;
// assumes dx8 exists // 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 DLLNAME "dinput8.dll"
#define DINPUTCREATE "DirectInput8Create" #define DINPUTCREATE "DirectInput8Create"

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@ -478,7 +478,7 @@ create_texture(DXScreenData &scrn) {
} else { } else {
nassertr((num_color_channels == 3)||(num_color_channels == 4), false); nassertr((num_color_channels == 3)||(num_color_channels == 4), false);
// look for compatible 16bit fmts, if none then give up // 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) { switch(num_alpha_bits) {
case 0: case 0:
if (num_color_channels == 3) { if (num_color_channels == 3) {
@ -511,7 +511,7 @@ create_texture(DXScreenData &scrn) {
} }
case 8: case 8:
if (needs_luminance) { 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 // since 16 8-8 is usually supported too
nassertr(num_color_channels == 1, false); nassertr(num_color_channels == 1, false);
@ -663,7 +663,7 @@ create_texture(DXScreenData &scrn) {
break; break;
case Texture::FT_nearest_mipmap_linear: 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) && if (!((filter_caps & D3DPTFILTERCAPS_MIPFPOINT) &&
(filter_caps & D3DPTFILTERCAPS_MINFLINEAR))) { (filter_caps & D3DPTFILTERCAPS_MINFLINEAR))) {
ft = Texture::FT_nearest_mipmap_nearest; ft = Texture::FT_nearest_mipmap_nearest;
@ -671,7 +671,7 @@ create_texture(DXScreenData &scrn) {
break; break;
case Texture::FT_linear_mipmap_nearest: 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)) { if (!(filter_caps & D3DPTFILTERCAPS_MIPFLINEAR)) {
ft = Texture::FT_nearest_mipmap_nearest; ft = Texture::FT_nearest_mipmap_nearest;
} }
@ -905,7 +905,7 @@ create_simple_texture(DXScreenData &scrn) {
void DXTextureContext8:: void DXTextureContext8::
delete_texture() { delete_texture() {
if (_d3d_texture == NULL) { 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; return;
} }

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@ -180,7 +180,7 @@ struct DXScreenData {
DWORD _max_available_video_memory; DWORD _max_available_video_memory;
ushort _card_id; // adapter ID ushort _card_id; // adapter ID
ushort _depth_buffer_bitdepth; //GetSurfaceDesc is not reliable so must store this explicitly 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_low_memory_card;
bool _is_tnl_device; bool _is_tnl_device;
bool _can_use_hw_vertex_shaders; 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 // Get Current VidMem avail. Note this is only an estimate, when
// we switch to fullscreen mode from desktop, more vidmem will be // 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, // fullscreen more than once due to the annoying monitor flicker,
// so try to figure out optimal mode using this estimate // so try to figure out optimal mode using this estimate
DDSCAPS2 ddsGAVMCaps; DDSCAPS2 ddsGAVMCaps;
@ -593,7 +593,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
} }
// ignore memory based checks for min res 640x480. some cards just // 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?) // 640x480 32bpp?)
bool bDoMemBasedChecks = bool bDoMemBasedChecks =
((!((RequestedX_Size == 640)&&(RequestedY_Size == 480))) && ((!((RequestedX_Size == 640)&&(RequestedY_Size == 480))) &&
@ -630,7 +630,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
// refresh rates less than 60 // refresh rates less than 60
if (0) { if (0) {
if ((dispmode.RefreshRate<60) && (dispmode.RefreshRate>1)) { 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 // a default refresh rate, which is usually > = 60
if (bVerboseMode) { if (bVerboseMode) {
wdxdisplay8_cat.info() wdxdisplay8_cat.info()

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@ -44,7 +44,7 @@ wdxGraphicsWindow8(GraphicsEngine *engine, GraphicsPipe *pipe,
GraphicsOutput *host): GraphicsOutput *host):
WinGraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, 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 // multi-threading requires panda C++ window object to exist in
// separate thread from actual API window // 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(_d3d8 != NULL, false);
nassertr(pD3DCaps->DevCaps & D3DDEVCAPS_HWRASTERIZATION, 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"; cerr << "attempting " << D3DFormatStr(presentation_params->BackBufferFormat) << "\n";
bool do_sync = sync_video; bool do_sync = sync_video;
@ -650,7 +650,7 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
if (is_fullscreen()) { if (is_fullscreen()) {
// CREATE FULLSCREEN BUFFERS // 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_PresentationInterval = (do_sync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
presentation_params->FullScreen_RefreshRateInHz = display._display_mode.RefreshRate; presentation_params->FullScreen_RefreshRateInHz = display._display_mode.RefreshRate;
@ -1236,7 +1236,7 @@ D3DFMT_to_DepthBits(D3DFORMAT fmt) {
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
bool wdxGraphicsWindow8:: bool wdxGraphicsWindow8::
is_badvidmem_card(D3DADAPTER_IDENTIFIER8 *pDevID) { 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) { if (pDevID->VendorId == 0x00008086) {
return true; return true;
} }

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@ -26,7 +26,7 @@ Colorf_to_D3DCOLOR(const Colorf &cColorf) {
DWORD d3dcolor, tempcolorval=255; 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 // 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 { __asm {
push ebx ; want to save this in case this fn is inlined push ebx ; want to save this in case this fn is inlined

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@ -4211,7 +4211,7 @@ free_nondx_resources() {
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian9:: void DXGraphicsStateGuardian9::
free_d3d_device() { 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_rs = RenderState::make_empty();
_state_mask.clear(); _state_mask.clear();
@ -4234,7 +4234,7 @@ free_d3d_device() {
free_nondx_resources(); free_nondx_resources();
// obviously we dont release ID3D9, just ID3DDevice9 // obviously we don't release ID3D9, just ID3DDevice9
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////

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@ -59,7 +59,7 @@ bool DInput9Info::InitDirectInput() {
HRESULT hr; HRESULT hr;
// assumes dx9 exists // 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 DLLNAME "dinput9.dll"
#define DINPUTCREATE "DirectInput9Create" #define DINPUTCREATE "DirectInput9Create"

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@ -527,7 +527,7 @@ create_texture(DXScreenData &scrn) {
} else { } else {
nassertr((num_color_channels == 3)||(num_color_channels == 4), false); nassertr((num_color_channels == 3)||(num_color_channels == 4), false);
// look for compatible 16bit fmts, if none then give up // 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) { switch(num_alpha_bits) {
case 0: case 0:
if (num_color_channels == 3) { if (num_color_channels == 3) {
@ -560,7 +560,7 @@ create_texture(DXScreenData &scrn) {
} }
case 8: case 8:
if (needs_luminance) { 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 // since 16 8-8 is usually supported too
nassertr(num_color_channels == 1, false); nassertr(num_color_channels == 1, false);
@ -715,7 +715,7 @@ create_texture(DXScreenData &scrn) {
break; break;
case Texture::FT_nearest_mipmap_linear: 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) && if (!((filter_caps & D3DPTFILTERCAPS_MIPFPOINT) &&
(filter_caps & D3DPTFILTERCAPS_MINFLINEAR))) { (filter_caps & D3DPTFILTERCAPS_MINFLINEAR))) {
ft = Texture::FT_nearest_mipmap_nearest; ft = Texture::FT_nearest_mipmap_nearest;
@ -723,7 +723,7 @@ create_texture(DXScreenData &scrn) {
break; break;
case Texture::FT_linear_mipmap_nearest: 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)) { if (!(filter_caps & D3DPTFILTERCAPS_MIPFLINEAR)) {
ft = Texture::FT_nearest_mipmap_nearest; ft = Texture::FT_nearest_mipmap_nearest;
} }
@ -1060,7 +1060,7 @@ void DXTextureContext9::
delete_texture() { delete_texture() {
if (_d3d_texture == NULL) { 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; return;
} }

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@ -200,7 +200,7 @@ struct DXScreenData {
DWORD _max_available_video_memory; DWORD _max_available_video_memory;
ushort _card_id; // adapter ID ushort _card_id; // adapter ID
ushort _depth_buffer_bitdepth; //GetSurfaceDesc is not reliable so must store this explicitly 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_low_memory_card;
bool _is_tnl_device; bool _is_tnl_device;
bool _can_use_hw_vertex_shaders; bool _can_use_hw_vertex_shaders;

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@ -305,7 +305,7 @@ find_all_card_memavails() {
// Get Current VidMem avail. Note this is only an estimate, when // Get Current VidMem avail. Note this is only an estimate, when
// we switch to fullscreen mode from desktop, more vidmem will be // 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, // fullscreen more than once due to the annoying monitor flicker,
// so try to figure out optimal mode using this estimate // so try to figure out optimal mode using this estimate
DDSCAPS2 ddsGAVMCaps; DDSCAPS2 ddsGAVMCaps;
@ -618,7 +618,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
} }
// ignore memory based checks for min res 640x480. some cards just // 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?) // 640x480 32bpp?)
bool bDoMemBasedChecks = bool bDoMemBasedChecks =
((!((RequestedX_Size == 640)&&(RequestedY_Size == 480))) && ((!((RequestedX_Size == 640)&&(RequestedY_Size == 480))) &&
@ -655,7 +655,7 @@ search_for_valid_displaymode(DXScreenData &scrn,
// refresh rates less than 60 // refresh rates less than 60
if (0) { if (0) {
if ((dispmode.RefreshRate<60) && (dispmode.RefreshRate>1)) { 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 // a default refresh rate, which is usually > = 60
if (bVerboseMode) { if (bVerboseMode) {
wdxdisplay9_cat.info() wdxdisplay9_cat.info()

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@ -44,7 +44,7 @@ wdxGraphicsWindow9(GraphicsEngine *engine, GraphicsPipe *pipe,
GraphicsOutput *host): GraphicsOutput *host):
WinGraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, 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 // multi-threading requires panda C++ window object to exist in
// separate thread from actual API window // separate thread from actual API window
@ -709,7 +709,7 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
if (is_fullscreen()) { if (is_fullscreen()) {
// CREATE FULLSCREEN BUFFERS // 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->PresentationInterval = (do_sync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
presentation_params->FullScreen_RefreshRateInHz = display._display_mode.RefreshRate; presentation_params->FullScreen_RefreshRateInHz = display._display_mode.RefreshRate;
@ -1332,7 +1332,7 @@ D3DFMT_to_DepthBits(D3DFORMAT fmt) {
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
bool wdxGraphicsWindow9:: bool wdxGraphicsWindow9::
is_badvidmem_card(D3DADAPTER_IDENTIFIER9 *pDevID) { 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) { if (pDevID->VendorId == 0x00008086) {
return true; return true;
} }

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

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

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

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@ -137,7 +137,7 @@ void MeshDrawer::end() {
_vertex->add_data3f(0,0,0); _vertex->add_data3f(0,0,0);
_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; _last_clear_index = _clear_index;
// delete the re writers // delete the re writers

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@ -88,7 +88,7 @@ void MeshDrawer2D::generator(int budget) {
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// Function: MeshDrawer2D::begin // Function: MeshDrawer2D::begin
// Access: Published // 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() // MeshDrawer2D::end()
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void MeshDrawer2D::begin() { void MeshDrawer2D::begin() {
@ -125,7 +125,7 @@ void MeshDrawer2D::end() {
_vertex->add_data3f(0,0,0); _vertex->add_data3f(0,0,0);
_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; _last_clear_index = _clear_index;
// delete the re writers // delete the re writers

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@ -43,7 +43,7 @@
// Class : MeshDrawer2D // 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. // mainly based on quads and rectangles.
// Alows clipping and serverl high level UI theme // Allows clipping and serverl high level UI theme
// functions. // functions.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_GRUTIL MeshDrawer2D : public TypedObject { class EXPCL_PANDA_GRUTIL MeshDrawer2D : public TypedObject {

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@ -889,7 +889,7 @@ transpose_in_place() {
// Matrix inversion code from Numerical Recipes in C. // 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 DET2(E00,E01,E10,E11) ((E00)*(E11) - (E10)*(E01))
#define MATRIX3_DETERMINANT(mat) \ #define MATRIX3_DETERMINANT(mat) \
( (mat)._00 * DET2((mat)._11,(mat)._12,(mat)._21,(mat)._22) \ ( (mat)._00 * DET2((mat)._11,(mat)._12,(mat)._21,(mat)._22) \

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@ -587,7 +587,7 @@ get_standardized_rotation(FLOATTYPE angle_in_degrees) {
// Access: Published // Access: Published
// Description: Try to un-spin the hpr to a standard form. Like // Description: Try to un-spin the hpr to a standard form. Like
// all standards, someone decides between many // 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 // that 0 and 360 are the same, as is 720 and
// -360. Also 180 and -180 are the same. Another // -360. Also 180 and -180 are the same. Another
// example is -90 and 270. // 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 // Access: Published
// Description: // Description:
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////

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

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

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

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

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

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@ -85,7 +85,7 @@ move_gridded_stuff(GriddedMotionType gridmotiontype,
{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;} else \
if(VAL < -MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL); VAL=VAL+idivresult*MAXVAL;}} 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) { if(gridmotiontype==Rotation) {

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

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

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

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@ -1759,7 +1759,7 @@ window_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
if (wparam == SC_KEYMENU) { if (wparam == SC_KEYMENU) {
// if Alt is released (alone w/o other keys), defwindproc will // if Alt is released (alone w/o other keys), defwindproc will
// send this command, which will 'activate' the title bar menu // 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. // happen, so kill this msg.
// Note that the WM_SYSKEYUP message for Alt has already // 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 #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) // 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)) #define ACCEPTABLE_REFRESH_RATE(RATE) ((RATE >= MIN_REFRESH_RATE) || (RATE==0) || (RATE==1))

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@ -84,7 +84,7 @@ endif
if (! $?TCSH_NO_PANDA_ATTACH ) then 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 # they set paths manually
# setenv TOOL /install/tool # setenv TOOL /install/tool
setenv MYTOOL ~/player/dtool setenv MYTOOL ~/player/dtool

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@ -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"); &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) # 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"); # &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($DONT_ARCHIVE_OLD_BUILDS) { if($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 { } else {
&archivetree($treenum); &archivetree($treenum);
} }
@ -540,7 +540,7 @@ sub buildall() {
# hopefully there are no extra dirs underneath # hopefully there are no extra dirs underneath
# add wintools to dir copy list # 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"); unshift(dirstodolist,"wintools");
foreach my $dir1 (@dirstodolist) { foreach my $dir1 (@dirstodolist) {