correct spelling errors in comments

v3.2
Stephen Gold 7 years ago
parent a17f0ad73b
commit 3122e8044d
  1. 4
      jme3-core/src/main/java/com/jme3/renderer/Caps.java
  2. 6
      jme3-core/src/main/java/com/jme3/scene/Mesh.java
  3. 8
      jme3-core/src/main/java/com/jme3/shader/Shader.java
  4. 4
      jme3-core/src/main/java/com/jme3/util/NativeObjectManager.java

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -224,7 +224,7 @@ public enum Caps {
*/
GeometryShader,
/**
* Supports Tesselation shader
* Supports Tessellation shader
*/
TesselationShader,
/**

@ -139,8 +139,8 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
*/
Hybrid(false),
/**
* Used for Tesselation only. Requires to set the number of vertices
* for each patch (default is 3 for triangle tesselation)
* Used for Tessellation only. Requires to set the number of vertices
* for each patch (default is 3 for triangle tessellation)
*/
Patch(true);
private boolean listMode = false;
@ -182,7 +182,7 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
private int vertCount = -1;
private int elementCount = -1;
private int instanceCount = -1;
private int patchVertexCount=3; //only used for tesselation
private int patchVertexCount=3; //only used for tessellation
private int maxNumWeights = -1; // only if using skeletal animation
private int[] elementLengths;

@ -83,12 +83,12 @@ public final class Shader extends NativeObject {
*/
Geometry("geom"),
/**
* Controls tesselation factor (e.g how often a input patch should be
* Controls tessellation factor (e.g how often a input patch should be
* subdivided)
*/
TessellationControl("tsctrl"),
/**
* Controls tesselation transform (e.g similar to the vertex shader, but
* Controls tessellation transform (e.g similar to the vertex shader, but
* required to mix inputs manual)
*/
TessellationEvaluation("tseval");
@ -127,7 +127,7 @@ public final class Shader extends NativeObject {
protected ShaderSource(ShaderSource ss){
super(ss.id);
// No data needs to be copied.
// (This is a destructable clone)
// (This is a destructible clone)
}
public ShaderSource(){
@ -227,7 +227,7 @@ public final class Shader extends NativeObject {
}
/**
* Do not use this constructor. Used for destructable clones only.
* Do not use this constructor. Used for destructible clones only.
*/
protected Shader(Shader s){
super(s.id);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -158,7 +158,7 @@ public class NativeObjectManager {
}
if (deleteBufs && UNSAFE && realObj != null) {
// Only the real object has native buffers.
// The destructable clone has nothing and cannot be used in this case.
// The destructible clone has nothing and cannot be used in this case.
realObj.deleteNativeBuffersInternal();
}
}

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