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correct grammar/typographic errors in comments (8 files)
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stephengold authored and kimkulling committed Dec 4, 2023
1 parent a0b3df6 commit 213d73e
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Showing 8 changed files with 8 additions and 8 deletions.
2 changes: 1 addition & 1 deletion code/AssetLib/3DS/3DSConverter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,

// Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given.
// to be able to return valid cameras/lights even if no scenegraph is given.
for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
if (pcSOut->mCameras[n]->mName == pcOut->mName) {
pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
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2 changes: 1 addition & 1 deletion code/AssetLib/3DS/3DSLoader.cpp
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Expand Up @@ -365,7 +365,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
// IMPLEMENTATION NOTE;
// Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given.
// to be able to return valid cameras/lights even if no scenegraph is given.

// get chunk type
switch (chunk.Flag) {
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2 changes: 1 addition & 1 deletion code/AssetLib/ASE/ASELoader.cpp
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Expand Up @@ -904,7 +904,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector<aiMesh *> &avOutMes
ASSIMP_LOG_WARN("Material index is out of range");
}

// If the material the mesh is assigned to is consisting of submeshes, split it
// If the material the mesh is assigned to consists of submeshes, split it
if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials;

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2 changes: 1 addition & 1 deletion code/AssetLib/Blender/BlenderScene.cpp
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Expand Up @@ -297,7 +297,7 @@ void Structure ::Convert<Base>(
const FileDatabase &db) const {
// note: as per https://github.com/assimp/assimp/issues/128,
// reading the Object linked list recursively is prone to stack overflow.
// This structure converter is therefore an hand-written exception that
// This structure converter is therefore a hand-written exception that
// does it iteratively.

const int initial_pos = db.reader->GetCurrentPos();
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2 changes: 1 addition & 1 deletion code/AssetLib/Collada/ColladaParser.cpp
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Expand Up @@ -1867,7 +1867,7 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp

///@note This function won't work correctly if both PerIndex and PerVertex channels have same channels.
///For example if TEXCOORD present in both <vertices> and <polylist> tags this function will create wrong uv coordinates.
///It's not clear from COLLADA documentation is this allowed or not. For now only exporter fixed to avoid such behavior
///It's not clear from COLLADA documentation whether this is allowed or not. For now only exporter fixed to avoid such behavior
void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh,
std::vector<InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices) {
// calculate the base offset of the vertex whose attributes we ant to copy
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2 changes: 1 addition & 1 deletion code/AssetLib/FBX/FBXConverter.cpp
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Expand Up @@ -1204,7 +1204,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
const auto &curNormals = shapeGeometry->GetNormals();
const auto &curIndices = shapeGeometry->GetIndices();
//losing channel name if using shapeGeometry->Name()
// if blendShapeChannel Name is empty or don't have a ".", add geoMetryName;
// if blendShapeChannel Name is empty or doesn't have a ".", add geoMetryName;
auto aniName = FixAnimMeshName(blendShapeChannel->Name());
auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
if (aniName.empty()) {
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2 changes: 1 addition & 1 deletion code/AssetLib/FBX/FBXDeformer.cpp
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Expand Up @@ -84,7 +84,7 @@ Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const
transform = ReadMatrix(Transform);
transformLink = ReadMatrix(TransformLink);

// it is actually possible that there be Deformer's with no weights
// it is actually possible that there are Deformer's with no weights
if (!!Indexes != !!Weights) {
DOMError("either Indexes or Weights are missing from Cluster",&element);
}
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2 changes: 1 addition & 1 deletion tools/assimp_view/assimp_view.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -291,7 +291,7 @@ int LoadAsset() {

//-------------------------------------------------------------------------------
// Delete the loaded asset
// The function does nothing is no asset is loaded
// The function does nothing if no asset is loaded
//-------------------------------------------------------------------------------
int DeleteAsset(void) {
if (!g_pcAsset) {
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