correct more grammar/spelling errors in comments

monkanim
Stephen Gold 7 years ago
parent 989a4a2420
commit f40ba25a56
  1. 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidSensorJoyInput.java
  2. 10
      jme3-blender/src/main/java/com/jme3/asset/BlenderKey.java
  3. 6
      jme3-blender/src/main/java/com/jme3/scene/plugins/blender/file/DnaBlockData.java
  4. 4
      jme3-blender/src/main/java/com/jme3/scene/plugins/blender/textures/ImageUtils.java
  5. 4
      jme3-bullet/src/common/java/com/jme3/bullet/control/KinematicRagdollControl.java
  6. 2
      jme3-core/src/main/java/com/jme3/animation/BoneTrack.java
  7. 4
      jme3-core/src/main/java/com/jme3/animation/EffectTrack.java
  8. 8
      jme3-core/src/main/java/com/jme3/animation/Track.java
  9. 36
      jme3-core/src/main/java/com/jme3/app/state/ScreenshotAppState.java
  10. 4
      jme3-core/src/main/java/com/jme3/audio/AudioNode.java
  11. 4
      jme3-core/src/main/java/com/jme3/environment/util/LightsDebugState.java
  12. 4
      jme3-core/src/main/java/com/jme3/input/InputManager.java
  13. 4
      jme3-core/src/main/java/com/jme3/light/LightProbeBlendingStrategy.java
  14. 4
      jme3-core/src/main/java/com/jme3/renderer/RenderManager.java
  15. 2
      jme3-core/src/main/java/com/jme3/shader/Shader.java
  16. 4
      jme3-core/src/main/java/com/jme3/shadow/ShadowUtil.java
  17. 8
      jme3-core/src/main/java/com/jme3/util/BufferUtils.java
  18. 12
      jme3-core/src/main/java/com/jme3/util/ListSort.java
  19. 8
      jme3-core/src/main/java/com/jme3/util/clone/Cloner.java
  20. 4
      jme3-core/src/plugins/java/com/jme3/export/binary/BinaryExporter.java
  21. 8
      jme3-core/src/plugins/java/com/jme3/export/binary/BinaryInputCapsule.java
  22. 4
      jme3-core/src/plugins/java/com/jme3/texture/plugins/HDRLoader.java
  23. 4
      jme3-core/src/plugins/java/com/jme3/texture/plugins/TGALoader.java
  24. 2
      jme3-effects/src/main/java/com/jme3/post/filters/LightScatteringFilter.java
  25. 4
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/grid/ImageTileLoader.java
  26. 2
      jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusVR.java

@ -59,7 +59,7 @@ import java.util.logging.Logger;
/**
* AndroidSensorJoyInput converts the Android Sensor system into Joystick events.
* A single joystick is configured and includes data for all configured sensors
* as seperate axes of the joystick.
* as separate axes of the joystick.
*
* Each axis is named according to the static strings in SensorJoystickAxis.
* Refer to the strings defined in SensorJoystickAxis for a list of supported

@ -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
@ -69,7 +69,7 @@ public class BlenderKey extends ModelKey {
*/
protected String usedWorld;
/**
* User's default material that is set fo objects that have no material definition in blender. The default value is
* User's default material that is set for objects that have no material definition in blender. The default value is
* null. If the value is null the importer will use its own default material (gray color - like in blender).
*/
protected Material defaultMaterial;
@ -476,9 +476,9 @@ public class BlenderKey extends ModelKey {
}
/**
* This mehtod sets the name of the WORLD data block taht should be used during file loading. By default the name is
* This method sets the name of the WORLD data block that should be used during file loading. By default the name is
* not set. If no name is set or the given name does not occur in the file - the first WORLD data block will be used
* during loading (assumin any exists in the file).
* during loading (assuming any exists in the file).
* @param usedWorld
* the name of the WORLD block used during loading
*/
@ -487,7 +487,7 @@ public class BlenderKey extends ModelKey {
}
/**
* This mehtod returns the name of the WORLD data block taht should be used during file loading.
* This method returns the name of the WORLD data block that should be used during file loading.
* @return the name of the WORLD block used during loading
*/
public String getUsedWorld() {

@ -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
@ -85,7 +85,7 @@ public class DnaBlockData {
names[i] = inputStream.readString();
}
// reding types
// reading types
inputStream.alignPosition(4);
identifier = inputStream.readByte() << 24 | inputStream.readByte() << 16 | inputStream.readByte() << 8 | inputStream.readByte();
if (identifier != TYPE_ID) {
@ -181,7 +181,7 @@ public class DnaBlockData {
/**
* This method converts the given identifier code to string.
* @param code
* the code taht is to be converted
* the code that is to be converted
* @return the string value of the identifier
*/
private String toString(int code) {

@ -206,7 +206,7 @@ public final class ImageUtils {
N.z = 1;
N.divideLocal(den);
// setting thge pixel in the result image
// setting the pixel in the result image
bumpMap.setRGB(x, y, ImageUtils.vectorToColor(N.x, N.y, N.z));
}
}
@ -422,7 +422,7 @@ public final class ImageUtils {
* pixel's X coordinate
* @param y
* pixel's Y coordinate
* @return height reprezented by the given texture in the specified location
* @return height represented by the given texture in the specified location
*/
private static int getHeight(BufferedImage image, int x, int y) {
if (x < 0) {

@ -169,7 +169,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* contruct a KinematicRagdollControl
* construct a KinematicRagdollControl
*/
public KinematicRagdollControl() {
baseRigidBody = new PhysicsRigidBody(new BoxCollisionShape(Vector3f.UNIT_XYZ.mult(0.1f)), 1);
@ -253,7 +253,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
link.bone.setUserTransformsInModelSpace(position, tmpRot1);
} else {
//boneList is not empty, this means some bones of the skeleton might not be associated with a collision shape.
//So we update them recusively
//So we update them recursively
RagdollUtils.setTransform(link.bone, position, tmpRot1, false, boneList);
}
}

@ -46,7 +46,7 @@ import java.util.BitSet;
public final class BoneTrack implements Track {
/**
* Bone index in the skeleton which this track effects.
* Bone index in the skeleton which this track affects.
*/
private int targetBoneIndex;

@ -198,7 +198,7 @@ public class EffectTrack implements ClonableTrack {
control.addListener(new OnEndListener());
initialized = true;
}
//checking fo time to trigger the effect
//checking for time to trigger the effect
if (!emitted && time >= startOffset) {
emitted = true;
emitter.setCullHint(CullHint.Dynamic);
@ -434,7 +434,7 @@ public class EffectTrack implements ClonableTrack {
public void read(JmeImporter im) throws IOException {
InputCapsule in = im.getCapsule(this);
this.particlesPerSeconds = in.readFloat("particlesPerSeconds", 0);
//reading the emitter even if the track will then reference its cloned counter part if it's loaded with the assetManager.
//reading the emitter even if the track will then reference its cloned counterpart if it's loaded with the assetManager.
//This also avoid null pointer exception if the model is not loaded via the AssetManager.
emitter = (ParticleEmitter) in.readSavable("emitter", null);
emitter.setParticlesPerSec(0);

@ -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
@ -44,9 +44,9 @@ public interface Track extends Savable, Cloneable {
* given parameters.
*
* @param time The time in the animation
* @param weight The weight from 0 to 1 on how much to apply the track
* @param control The control which the track should effect
* @param channel The channel which the track should effect
* @param weight The weight from 0 to 1 on how much to apply the track
* @param control The control which the track should affect
* @param channel The channel which the track should affect
*/
public void setTime(float time, float weight, AnimControl control, AnimChannel channel, TempVars vars);

@ -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
@ -80,10 +80,10 @@ public class ScreenshotAppState extends AbstractAppState implements ActionListen
/**
* This constructor allows you to specify the output file path of the screenshot.
* Include the seperator at the end of the path.
* Use an emptry string to use the application folder. Use NULL to use the system
* Include the separator at the end of the path.
* Use an empty string to use the application folder. Use NULL to use the system
* default storage folder.
* @param filePath The screenshot file path to use. Include the seperator at the end of the path.
* @param filePath The screenshot file path to use. Include the separator at the end of the path.
*/
public ScreenshotAppState(String filePath) {
this.filePath = filePath;
@ -91,11 +91,11 @@ public class ScreenshotAppState extends AbstractAppState implements ActionListen
/**
* This constructor allows you to specify the output file path of the screenshot.
* Include the seperator at the end of the path.
* Use an emptry string to use the application folder. Use NULL to use the system
* Include the separator at the end of the path.
* Use an empty string to use the application folder. Use NULL to use the system
* default storage folder.
* @param filePath The screenshot file path to use. Include the seperator at the end of the path.
* @param fileName The name of the file to save the screeshot as.
* @param filePath The screenshot file path to use. Include the separator at the end of the path.
* @param fileName The name of the file to save the screenshot as.
*/
public ScreenshotAppState(String filePath, String fileName) {
this.filePath = filePath;
@ -105,10 +105,10 @@ public class ScreenshotAppState extends AbstractAppState implements ActionListen
/**
* This constructor allows you to specify the output file path of the screenshot and
* a base index for the shot index.
* Include the seperator at the end of the path.
* Use an emptry string to use the application folder. Use NULL to use the system
* Include the separator at the end of the path.
* Use an empty string to use the application folder. Use NULL to use the system
* default storage folder.
* @param filePath The screenshot file path to use. Include the seperator at the end of the path.
* @param filePath The screenshot file path to use. Include the separator at the end of the path.
* @param shotIndex The base index for screen shots. The first screen shot will have
* shotIndex + 1 appended, the next shotIndex + 2, and so on.
*/
@ -120,11 +120,11 @@ public class ScreenshotAppState extends AbstractAppState implements ActionListen
/**
* This constructor allows you to specify the output file path of the screenshot and
* a base index for the shot index.
* Include the seperator at the end of the path.
* Use an emptry string to use the application folder. Use NULL to use the system
* Include the separator at the end of the path.
* Use an empty string to use the application folder. Use NULL to use the system
* default storage folder.
* @param filePath The screenshot file path to use. Include the seperator at the end of the path.
* @param fileName The name of the file to save the screeshot as.
* @param filePath The screenshot file path to use. Include the separator at the end of the path.
* @param fileName The name of the file to save the screenshot as.
* @param shotIndex The base index for screen shots. The first screen shot will have
* shotIndex + 1 appended, the next shotIndex + 2, and so on.
*/
@ -136,10 +136,10 @@ public class ScreenshotAppState extends AbstractAppState implements ActionListen
/**
* Set the file path to store the screenshot.
* Include the seperator at the end of the path.
* Use an emptry string to use the application folder. Use NULL to use the system
* Include the separator at the end of the path.
* Use an empty string to use the application folder. Use NULL to use the system
* default storage folder.
* @param filePath File path to use to store the screenshot. Include the seperator at the end of the path.
* @param filePath File path to use to store the screenshot. Include the separator at the end of the path.
*/
public void setFilePath(String filePath) {
this.filePath = filePath;

@ -278,8 +278,8 @@ public class AudioNode extends Node implements AudioSource {
* the dry filter will only influence the "dry" portion of the audio,
* e.g. not the reverberated parts of the AudioNode playing.
*
* See the relevent documentation for the {@link Filter} to determine
* the effect.
* See the relevant documentation for the {@link Filter} to determine the
* effect.
*
* @param dryFilter The filter to set, or null to disable dry filter.
*/

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2015 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -114,7 +114,7 @@ public class LightsDebugState extends BaseAppState {
}
/**
* Set the scenes for wich to render light gizmos.
* Set the scenes for which to render light gizmos.
* @param scene
*/
public void setScene(Spatial scene) {

@ -432,7 +432,7 @@ public class InputManager implements RawInputListener {
* If events aren't allowed, the event may be a "first mouse event"
* triggered by the constructor setting the mouse listener.
* In that case, use the event to initialize the cursor position,
* but don't queue it for futher processing.
* but don't queue it for further processing.
* This is part of the fix for issue #792.
*/
cursorPos.set(evt.getX(), evt.getY());
@ -874,7 +874,7 @@ public class InputManager implements RawInputListener {
// larynx, 2011.06.10 - flag event as reusable because
// the android input uses a non-allocating ringbuffer which
// needs to know when the event is not anymore in inputQueue
// and therefor can be reused.
// and therefore can be reused.
event.setConsumed();
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2015 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -48,7 +48,7 @@ public interface LightProbeBlendingStrategy {
public void registerProbe(LightProbe probe);
/**
* Populates the resulting light probes into the given light list.
* @param g the geometry for wich the light list is computed
* @param g the geometry for which the light list is computed
* @param lightList the result light list
*/
public void populateProbes(Geometry g, LightList lightList);

@ -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
@ -726,7 +726,7 @@ public class RenderManager {
// Saving cam state for culling
int camState = vp.getCamera().getPlaneState();
for (int i = 0; i < children.size(); i++) {
// Restoring cam state before proceeding children recusively
// Restoring cam state before proceeding children recursively
vp.getCamera().setPlaneState(camState);
renderSubScene(children.get(i), vp);
}

@ -361,7 +361,7 @@ public final class Shader extends NativeObject {
*/
public void resetLocations() {
if (uniforms != null) {
// NOTE: Shader sources will be reset seperately from the shader itself.
// NOTE: Shader sources will be reset separately from the shader itself.
for (Uniform uniform : uniforms.values()) {
uniform.reset(); // fixes issue with re-initialization
}

@ -387,7 +387,7 @@ public class ShadowUtil {
BoundingBox occBB = (BoundingBox) occBox;
//Kirill 01/10/2011
// Extend the occluder further into the frustum
// This fixes shadow dissapearing issues when
// This fixes shadow disappearing issues when
// the caster itself is not in the view camera
// but its shadow is in the camera
// The number is in world units
@ -430,7 +430,7 @@ public class ShadowUtil {
BoundingBox occBB = (BoundingBox) occBox;
//Kirill 01/10/2011
// Extend the occluder further into the frustum
// This fixes shadow dissapearing issues when
// This fixes shadow disappearing issues when
// the caster itself is not in the view camera
// but its shadow is in the camera
// The number is in world units

@ -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
@ -291,7 +291,7 @@ public final class BufferUtils {
* @param buf
* the buffer to insert into
* @param index
* the postion to place the data; in terms of colors not floats
* the position to place the data; in terms of colors not floats
*/
public static void setInBuffer(ColorRGBA color, FloatBuffer buf, int index) {
buf.position(index * 4);
@ -349,7 +349,7 @@ public final class BufferUtils {
* @param buf
* the buffer to insert into
* @param index
* the postion to place the data; in terms of vectors not floats
* the position to place the data; in terms of vectors not floats
*/
public static void setInBuffer(Vector3f vector, FloatBuffer buf, int index) {
if (buf == null) {
@ -1027,7 +1027,7 @@ public final class BufferUtils {
/**
* Creates a new ByteBuffer with the same contents as the given ByteBuffer.
* The new ByteBuffer is seperate from the old one and changes are not
* The new ByteBuffer is separate from the old one and changes are not
* reflected across. If you want to reflect changes, consider using
* Buffer.duplicate().
*

@ -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
@ -46,7 +46,7 @@ import java.util.Comparator;
* difference that the temporary necessary memory space are allocated as the
* geometry list grows and reused all along the application execution.
*
* Usage : ListSort has to be instanciated and kept with the geometry list ( or
* Usage : ListSort has to be instantiated and kept with the geometry list ( or
* w/e it may have to sort) Then the allocate method has to be called to
* allocate necessary tmp space needed for the sort. This should be called once
* for optimal performance, but can be called several times if the length of the
@ -91,7 +91,7 @@ public class ListSort<T> {
* class + array was a convoluted pain.
*/
/**
* array of start indices in the original array for runs : run i sarting
* array of start indices in the original array for runs : run i starting
* index is at runIndices[i]
*/
private int[] runsIndices = null;
@ -108,12 +108,12 @@ public class ListSort<T> {
/**
* MIN_GALLOP set to 7 constant as described in listsort.txt. this magic
* number indicates how many wins should trigger the switch from binary
* search to gallopping mode
* search to galloping mode
*/
private static final int MIN_GALLOP = 7;
/**
* This variable allows to adjust when switching to galloping mode. lowered
* when the data are "naturally" structured highered when data are random.
* when the data are "naturally" structured, raised when data are random.
*/
private int minGallop = MIN_GALLOP;
@ -342,7 +342,7 @@ public class ListSort<T> {
*/
int nbElems = start - left;
/*
* grabbed from java7 TimSort, the swich is an optimization to
* grabbed from java7 TimSort, the switch is an optimization to
* arraycopy in case there are 1 or 2 elements only to copy
*/
switch (nbElems) {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2016 jMonkeyEngine
* Copyright (c) 2016-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -61,7 +61,7 @@ import java.util.concurrent.ConcurrentHashMap;
* This two step process has a few benefits. First, it means that objects
* can easily have a regular shallow clone implementation just like any
* normal Java objects. Second, the deep cloning of fields happens after
* creation wich means that the clone is available to future field cloning
* creation which means that the clone is available to future field cloning
* to resolve circular references.</p>
*
* <p>Similar to Java serialization, the handling of specific object
@ -71,7 +71,7 @@ import java.util.concurrent.ConcurrentHashMap;
* (For example, adding the IdentityCloneFunction for Mesh.class would cause
* all mesh instances to be shared with the original object graph.)</p>
*
* <p>By default, the Cloner registers serveral default clone functions
* <p>By default, the Cloner registers several default clone functions
* as follows:</p>
* <ul>
* <li>java.util.ArrayList: ListCloneFunction
@ -187,7 +187,7 @@ public class Cloner {
* <li>Else an IllegalArgumentException is thrown.
* </ul>
*
* <p>The abililty to selectively use clone functions is useful when
* <p>The ability to selectively use clone functions is useful when
* being called from a clone function.</p>
*
* Note: objects returned by this method may not have yet had their cloneField()

@ -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
@ -255,7 +255,7 @@ public class BinaryExporter implements JmeExporter {
}
ByteArrayOutputStream out = new ByteArrayOutputStream();
// write out data to a seperate stream
// write out data to a separate stream
int location = 0;
// keep track of location for each piece
HashMap<String, ArrayList<BinaryIdContentPair>> alreadySaved = new HashMap<String, ArrayList<BinaryIdContentPair>>(

@ -1003,7 +1003,7 @@ final class BinaryInputCapsule implements InputCapsule {
/*
* @see ISSUE 276
*
* We'll transfer the bytes into a seperate byte array.
* We'll transfer the bytes into a separate byte array.
* While we do that we'll take the opportunity to check if the byte data is valid UTF-8.
*
* If it is not UTF-8 it is most likely saved with the BinaryOutputCapsule bug, that saves Strings using their native
@ -1020,7 +1020,7 @@ final class BinaryInputCapsule implements InputCapsule {
*
* It is impossible to detect which one-byte encoding is used. Since UTF8 and practically all 1-byte encodings share the most
* used characters (the "none-high" ones) parsing them will give the same result. However, not all byte sequences are legal in
* UTF-8 (see explantion above). If not UTF-8 encoded content is detected we therefor fallback on latin1. We also log a warning.
* UTF-8 (see explantion above). If not UTF-8 encoded content is detected we therefore fall back on latin1. We also log a warning.
*
* By this method we detect all use of 1 byte encoding if they:
* - use a "high" codepoint after a "low" codepoint or a sequence of codepoints that is valid as UTF-8 bytes, that starts with 1000
@ -1078,9 +1078,9 @@ final class BinaryInputCapsule implements InputCapsule {
);
// We use ISO8859_1 to be consistent across platforms. We could default to native encoding, but this would lead to inconsistent
// behaviour across platforms!
// Developers that have previously saved their exports using the old exporter (wich uses native encoding), can temporarly
// Developers that have previously saved their exports using the old exporter (which uses native encoding), can temporarly
// remove the ""ISO8859_1" parameter, and change the above if statement to "if (false)".
// They should then import and re-export their models using the same enviroment they were originally created in.
// They should then import and re-export their models using the same environment they were originally created in.
return new String(bytes, "ISO8859_1");
}
} catch (UnsupportedEncodingException uee) {

@ -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
@ -149,7 +149,7 @@ public class HDRLoader implements AssetLoader {
rleTempBuffer = BufferUtils.createByteBuffer(width * 4);
}
// read each component seperately
// read each component separately
for (int i = 0; i < 4; i++) {
// read WIDTH bytes for the channel
for (int j = 0; j < width;) {

@ -214,7 +214,7 @@ public final class TGALoader implements AssetLoader {
byte alpha = 0;
// Faster than doing a 16-or-24-or-32 check on each individual pixel,
// just make a seperate loop for each.
// just make a separate loop for each.
if (pixelDepth == 16) {
byte[] data = new byte[2];
float scalar = 255f / 31f;
@ -287,7 +287,7 @@ public final class TGALoader implements AssetLoader {
byte blue = 0;
byte alpha = 0;
// Faster than doing a 16-or-24-or-32 check on each individual pixel,
// just make a seperate loop for each.
// just make a separate loop for each.
if (pixelDepth == 32) {
for (int i = 0; i <= (height - 1); ++i) {
if (!flip) {

@ -67,7 +67,7 @@ public class LightScatteringFilter extends Filter {
private ViewPort viewPort;
/**
* creates a lightScatterring filter
* creates a lightScattering filter
*/
public LightScatteringFilter() {
super("Light Scattering");

@ -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
@ -74,7 +74,7 @@ public class ImageTileLoader implements TerrainGridTileLoader{
}
/**
* Effects vertical scale of the height of the terrain when loaded.
* Affects the vertical scale of the terrain when loaded.
*/
public void setHeightScale(float heightScale) {
this.heightScale = heightScale;

@ -610,7 +610,7 @@ public class OculusVR implements VRAPI {
* @return The {@code to} argument.
*/
public static Vector3f vecO2J(OVRVector3f from, Vector3f to) {
// jME and LibOVR disagree on which way X and Z is, too.
// jME and LibOVR disagree on which way X and Z are, too.
to.set(
-from.x(),
from.y(),

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