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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

0031939: Coding - correction of spelling errors in comments [part 6]

Fix various typos

Fixed via `codespell v2.1.dev
This commit is contained in:
luz paz
2021-01-11 12:29:28 +03:00
committed by bugmaster
parent 83746de803
commit 54adc5e979
162 changed files with 295 additions and 294 deletions

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@@ -367,7 +367,7 @@ public:
//! Returns background image texture map.
virtual Handle(Graphic3d_TextureMap) BackgroundImage() = 0;
//! Sets image texture or environment cubemap as backround.
//! Sets image texture or environment cubemap as background.
//! @param theTextureMap [in] source to set a background;
//! should be either Graphic3d_Texture2D or Graphic3d_CubeMap
//! @param theToUpdatePBREnv [in] defines whether IBL maps will be generated or not
@@ -381,7 +381,7 @@ public:
//! Sets background image fill style.
virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) = 0;
//! Returns cubemap being setted last time on background.
//! Returns cubemap being set last time on background.
virtual Handle(Graphic3d_CubeMap) BackgroundCubeMap() const = 0;
//! Generates PBR specular probe and irradiance map

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@@ -29,7 +29,7 @@ public:
//! @thePaths - array of paths to separate image files (has to have size equal 6).
Standard_EXPORT Graphic3d_CubeMapSeparate (const NCollection_Array1<TCollection_AsciiString>& thePaths);
//! Initializes cubemap to be setted directly from PixMaps.
//! Initializes cubemap to be set directly from PixMaps.
//! @theImages - array if PixMaps (has to have size equal 6).
Standard_EXPORT Graphic3d_CubeMapSeparate(const NCollection_Array1<Handle(Image_PixMap)>& theImages);

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@@ -76,7 +76,7 @@ class Graphic3d_Group : public Standard_Transient
public:
//! Supress all primitives and attributes of <me>.
//! Suppress all primitives and attributes of <me>.
//! To clear group without update in Graphic3d_StructureManager
//! pass Standard_False as <theUpdateStructureMgr>. This
//! used on context and viewer destruction, when the pointer
@@ -85,10 +85,10 @@ public:
//! cross-reference);
Standard_EXPORT virtual void Clear (const Standard_Boolean theUpdateStructureMgr = Standard_True);
//! Supress the group <me> in the structure.
//! Suppress the group <me> in the structure.
Standard_EXPORT virtual ~Graphic3d_Group();
//! Supress the group <me> in the structure.
//! Suppress the group <me> in the structure.
//! Warning: No more graphic operations in <me> after this call.
//! Modifies the current modelling transform persistence (pan, zoom or rotate)
//! Get the current modelling transform persistence (pan, zoom or rotate)

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@@ -28,7 +28,7 @@
//! Aspect attributes of a 3d face.
//! Keywords: Material, FillArea, Shininess, Ambient, Color, Diffuse,
//! Specular, Transparency, Emissive, ReflectionMode,
//! BackFace, FrontFace, Reflection, Absorbtion
//! BackFace, FrontFace, Reflection, Absorption
class Graphic3d_MaterialAspect
{
public:

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@@ -29,7 +29,7 @@ typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObj
//! List of custom uniform shader variables.
typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
//! List of custom vertex shader attrubures
//! List of custom vertex shader attributes
typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
//! This class is responsible for managing shader programs.

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@@ -279,7 +279,7 @@ public:
//! method returns boundaries taking into account infinite state
//! of the structure. This approach generally used for application
//! specific fit operation (e.g. fitting the model into screen,
//! not taking into accout infinite helper elements).
//! not taking into account infinite helper elements).
//! Warning: If the structure <me> is empty then the empty box is returned,
//! If the structure <me> is infinite then the whole box is returned.
Standard_EXPORT Bnd_Box MinMaxValues (const Standard_Boolean theToIgnoreInfiniteFlag = Standard_False) const;

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@@ -32,7 +32,7 @@ DEFINE_STANDARD_HANDLE(Graphic3d_Texture1Dsegment, Graphic3d_Texture1D)
//! This class provides the implementation
//! of a 1D texture applyable along a segment.
//! You might use the SetSegment() method
//! to set the way the texture is "streched" on facets.
//! to set the way the texture is "stretched" on facets.
class Graphic3d_Texture1Dsegment : public Graphic3d_Texture1D
{

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@@ -74,10 +74,10 @@ TCollection_AsciiString Graphic3d_TextureRoot::TexturesFolder()
if (!aDir.Exists() || !aTextureFile.Exists())
{
#ifdef OCCT_DEBUG
std::cerr << " CSF_MDTVTexturesDirectory or CASROOT not correctly setted\n";
std::cerr << " CSF_MDTVTexturesDirectory or CASROOT not correctly set\n";
std::cerr << " not all files are found in : "<< VarName.ToCString() << std::endl;
#endif
throw Standard_Failure("CSF_MDTVTexturesDirectory or CASROOT not correctly setted");
throw Standard_Failure("CSF_MDTVTexturesDirectory or CASROOT not correctly set");
}
}
return VarName;

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@@ -35,7 +35,7 @@ enum Graphic3d_TypeOfLimit
Graphic3d_TypeOfLimit_HasBlendedOitMsaa, //!< indicates whether necessary GL extensions for Weighted, Blended OIT available (with MSAA).
Graphic3d_TypeOfLimit_HasFlatShading, //!< indicates whether Flat shading (Graphic3d_TOSM_FACET) is supported
Graphic3d_TypeOfLimit_HasMeshEdges, //!< indicates whether advanced mesh edges presentation is supported
Graphic3d_TypeOfLimit_IsWorkaroundFBO, //!< indicates whether workaround for Intel driver problem with empty FBO for images with big width is applyed.
Graphic3d_TypeOfLimit_IsWorkaroundFBO, //!< indicates whether workaround for Intel driver problem with empty FBO for images with big width is applied.
Graphic3d_TypeOfLimit_NB //!< number of elements in this enumeration
};