diff --git a/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp b/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp index 67defe35..32348cb6 100644 --- a/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp +++ b/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp @@ -17,7 +17,7 @@ namespace assert(node->attrib_type == UFBX_ELEMENT_MESH); if (mesh->instances.count != 1) - con::warn("mesh {} has {} instances, only the 1st instace will be used.", node->name.data, mesh->instances.count); + con::warn("mesh {} has {} instances, only the 1st instance will be used.", node->name.data, mesh->instances.count); if (mesh->num_triangles == 0) { @@ -84,9 +84,9 @@ namespace ufbx_face* face = &mesh->faces.data[faceIndex]; // Triangulate the face into the indices vector - uint32_t triangluatedTriCount = ufbx_triangulate_face(tempIndices.data(), tempIndices.size(), mesh, *face); + uint32_t triangulatedTriCount = ufbx_triangulate_face(tempIndices.data(), tempIndices.size(), mesh, *face); - for (uint32_t idxOfIndex = 0; idxOfIndex < triangluatedTriCount * 3; idxOfIndex++) + for (uint32_t idxOfIndex = 0; idxOfIndex < triangulatedTriCount * 3; idxOfIndex++) { BSPVertex vertex; uint32_t index = tempIndices[idxOfIndex]; @@ -234,7 +234,7 @@ namespace BSP const auto colFile = searchPath.Open(colFbxPath); if (!colFile.IsOpen()) { - con::warn("Failed to open map collison fbx file: {}. map gfx will be used for collision instead.", colFbxPath); + con::warn("Failed to open map collision fbx file: {}. map gfx will be used for collision instead.", colFbxPath); colScene = gfxScene; } else diff --git a/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp index 55b5c986..ce40b08e 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp @@ -397,7 +397,7 @@ namespace BSP nodeVec.emplace_back(); cNode_t node; - node.plane = nullptr; // initalised after the BSP tree has been loaded + node.plane = nullptr; // initialised after the BSP tree has been loaded node.children[0] = loadBSPNode(clipMap, *tree.node->front); node.children[1] = loadBSPNode(clipMap, *tree.node->back); @@ -414,7 +414,7 @@ namespace BSP for (unsigned int vertIdx = 0; vertIdx < clipMap.vertCount; vertIdx++) { vec3_t vertex = clipMap.verts[vertIdx]; - // initalise AABB with the first vertex + // initialise AABB with the first vertex if (vertIdx == 0) { worldMins = vertex; diff --git a/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp index f3428515..0285300e 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp @@ -231,7 +231,7 @@ namespace BSP gfxWorld.dpvs.smodelDrawInsts = m_memory.Alloc(modelCount); // visdata is written to by the game - // all visdata is alligned by 128 + // all visdata is aligned by 128 const auto alignedModelCount = utils::Align(modelCount, 128u); gfxWorld.dpvs.smodelVisDataCount = static_cast(alignedModelCount); gfxWorld.dpvs.smodelVisData[0] = m_memory.Alloc(alignedModelCount);