29.clean_comments_7.patch

namine, 05/19/2009 03:44 pm

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nel/src/3d/driver/opengl/driver_opengl.cpp (working copy)
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      // Process the message by the emitter
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      pDriver->_EventEmitter.processMessage();
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    }
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  // TODO i'don t know what to return exactly
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  // TODO i don't know what to return exactly
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  return (e->type == MapNotify) && (e->xmap.window == (Window) arg);
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}
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*/
......
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	_CurrentMaterialSupportedShader= CMaterial::Normal;
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	// to avoid any problem if light0 never setted up, and ligthmap rendered
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	// to avoid any problem if light0 never setted up, and lightmap rendered
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	_UserLight0.setupDirectional(CRGBA::Black, CRGBA::White, CRGBA::White, CVector::K);
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	_TextureTargetCubeFace = 0;
......
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		nlwarning ("(CDriverGL::init): can't create DC");
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	}
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	// ati specific : try to retrieve driver version
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	// ATI specific : try to retrieve driver version
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	retrieveATIDriverVersion();
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#else
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......
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		AdjustWindowRectEx (&rc, GetWindowStyle (_hWnd), GetMenu (_hWnd) != NULL, GetWindowExStyle (_hWnd));
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		SetWindowPos (_hWnd, NULL, 0, 0, rc.right - rc.left, rc.bottom - rc.top, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE );
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		// Get the
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		// Get the device context
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		HDC tempHDC = GetDC(tmpHWND);
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		_Depth=uint8(GetDeviceCaps(tempHDC,BITSPIXEL));
......
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		_WindowHeight = height;
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		/* The next step is to create a device context for the newly created pbuffer. To do this,
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			call the the function: */
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			call the function: */
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		_hDC = nwglGetPbufferDCARB( _PBuffer );
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		if (_hDC == NULL)
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		{
......
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	//resetTextureShaders();
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	activeVertexProgram(NULL);
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	/* Yoyo: must do this (GeForce bug ??) esle weird results if end render with a VBHard.
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	/* Yoyo: must do this (GeForce bug ??) else weird results if end render with a VBHard.
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		Setup a std vertex buffer to ensure NVidia synchronisation.
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	*/
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	if (_Extensions.NVVertexArrayRange)
......
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	// Activate the default texture environnments for all stages.
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	// Activate the default texture environments for all stages.
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	//===========================================================
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	// This is not a requirement, but it ensure a more stable state each frame.
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	// (well, maybe the good reason is "it hides much more the bugs"  :o) ).
......
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	float height;
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	viewport.getValues (x, y, width, height);
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	// Render to texture : adjuste the viewport
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	// Render to texture : adjust the viewport
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	if (_TextureTarget)
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	{
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		float factorX = 1;
......
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	float width= scissor.Width;
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	float height= scissor.Height;
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	// Render to texture : adjuste the scissor
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	// Render to texture : adjust the scissor
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	if (_TextureTarget)
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	{
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		float factorX = 1;
......
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{
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	H_AUTO_OGL(CDriverGL_getWindowPos)
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#ifdef NL_OS_WINDOWS
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	// Off-srceen rendering ?
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	// Off-screen rendering ?
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	if (_OffScreen)
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	{
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		if (_PBuffer)
nel/src/3d/driver/opengl/driver_opengl.h (working copy)
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// ***************************************************************************
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/// Info for the last VertexBuffer setuped (iether normal or hard).
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/// Info for the last VertexBuffer setuped (either normal or hard).
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class	CVertexBufferInfo
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{
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public:
......
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	CVertexBuffer::TType	Type[CVertexBuffer::NumValue];
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	uint8					UVRouting[CVertexBuffer::MaxStage];
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	// NB: ptrs are invalid if VertexFormat does not support the compoennt. must test VertexFormat, not the ptr.
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	// NB: ptrs are invalid if VertexFormat does not support the component. must test VertexFormat, not the ptr.
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	void					*ValuePtr[CVertexBuffer::NumValue];
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......
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// ***************************************************************************
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/// Info for the last IndexBuffer setuped (iether normal or hard).
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/// Info for the last IndexBuffer setuped (either normal or hard).
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class	CIndexBufferInfo
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{
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public:
nel/src/sound/background_source.h (working copy)
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/** \file background_source.h
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 * CSimpleSource: implementation of USource
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 * CBackgroundSource: implementation of USource
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 */
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/* Copyright, 2001 Nevrax Ltd.
nel/src/sound/clustered_sound.h (working copy)
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		sint32			Occlusion;
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		/// The occlusion LF factor (see EAX spec)
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		float			OcclusionLFFactor;
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		/// The occlusion romm ration
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		/// The occlusion room ratio
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		float			OcclusionRoomRatio;
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		/// The obsctruction att db
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		/// The obstruction att db
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		sint32			Obstruction;
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	};
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nel/src/sound/complex_source.h (working copy)
1 1
/** \file complex_source.h
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 * CSourceUSer: implementation of USource
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 * CComplexSource: implementation of USource
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 */
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/* Copyright, 2001 Nevrax Ltd.
nel/src/sound/sample_bank.cpp (working copy)
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namespace NLSOUND {
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/// Constante for the number of file to load asynchronously at a time.
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/// Constant for the number of file to load asynchronously at a time.
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uint32		ASYNC_LOADING_SPLIT = 10;		// 10 file by 10 file
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CSampleBank::TSampleBankContainer	CSampleBank::_Banks;
nel/src/sound/source_common.h (working copy)
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	~CSourceCommon();
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	/// Get the type the the source.
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	/// Get the type of the source.
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	virtual TSOURCE_TYPE	getType() const = 0;
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	void					setPriority( TSoundPriority pr);