fix spelling
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@@ -180,7 +180,7 @@ bool MD5Anim_parse( Tokeniser& tokeniser ){
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MD5_RETURN_FALSE_IF_FAIL( MD5_parseSize( tokeniser, numAnimatedComponents ) );
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tokeniser.nextLine();
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// parse heirarchy
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// parse hierarchy
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MD5_RETURN_FALSE_IF_FAIL( MD5_parseToken( tokeniser, "hierarchy" ) );
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MD5_RETURN_FALSE_IF_FAIL( MD5_parseToken( tokeniser, "{" ) );
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tokeniser.nextLine();
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@@ -1520,7 +1520,7 @@ GSList* Shaders_getShaderFileList(){
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/*
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==================
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DumpUnreferencedShaders
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usefull function: dumps the list of .shader files that are not referenced to the console
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useful function: dumps the list of .shader files that are not referenced to the console
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==================
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*/
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void IfFound_dumpUnreferencedShader( bool& bFound, const char* filename ){
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@@ -43,7 +43,7 @@
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Implemented as a model module, without any ISelect stuff.
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For an entity to use an image (instead of a model) you just update the entity defintion file so that the eclass_t's modelpath is filled in with a relative path and filename of an image file.
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For an entity to use an image (instead of a model) you just update the entity definition file so that the eclass_t's modelpath is filled in with a relative path and filename of an image file.
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e.g:
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@@ -73,7 +73,7 @@
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===============
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v0.1 - 27/May/2002
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- Created an inital implementation of a sprite model plugin.
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- Created an initial implementation of a sprite model plugin.
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According to the powers that be, it seems creating a model
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plugin is hackish.
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It works ok, but there is no way to attach models (sprites if you will)
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@@ -188,7 +188,7 @@ _QERFaceData g_SelectedFaceData;
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// g_pSelectedFaceWindings gets allocated with MAX_POINTS_ON_WINDING at plugin startup ( QERPlug_Init )
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winding_t *g_pSelectedFaceWinding = NULL;
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const float g_ViewportRatio = 1.2f;
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// usefull class to manage the 2D view
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// useful class to manage the 2D view
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C2DView g_2DView;
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// control points to move the polygon
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CControlPointsManagerBFace g_ControlPointsBFace;
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@@ -5,4 +5,4 @@ here is the TODO-list for next release, ( most certainly a wish list )
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- TODO: add hooks with the selected face and selected patch data. tell the plugin when selected face
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or selected patch has changed.
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the hooks should use a generic interface inside Radiant for "observers"
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- TODO: add other usefull texturing tools, if designers come up with good ideas
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- TODO: add other useful texturing tools, if designers come up with good ideas
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