2
0
mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

chore: fix some minor typos

This commit is contained in:
Jan Laupetin
2025-11-10 21:49:42 +01:00
parent ab8503194f
commit ccafa93fce
3 changed files with 7 additions and 7 deletions

View File

@@ -17,7 +17,7 @@ namespace
assert(node->attrib_type == UFBX_ELEMENT_MESH); assert(node->attrib_type == UFBX_ELEMENT_MESH);
if (mesh->instances.count != 1) 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) if (mesh->num_triangles == 0)
{ {
@@ -84,9 +84,9 @@ namespace
ufbx_face* face = &mesh->faces.data[faceIndex]; ufbx_face* face = &mesh->faces.data[faceIndex];
// Triangulate the face into the indices vector // 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; BSPVertex vertex;
uint32_t index = tempIndices[idxOfIndex]; uint32_t index = tempIndices[idxOfIndex];
@@ -234,7 +234,7 @@ namespace BSP
const auto colFile = searchPath.Open(colFbxPath); const auto colFile = searchPath.Open(colFbxPath);
if (!colFile.IsOpen()) 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; colScene = gfxScene;
} }
else else

View File

@@ -397,7 +397,7 @@ namespace BSP
nodeVec.emplace_back(); nodeVec.emplace_back();
cNode_t node; 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[0] = loadBSPNode(clipMap, *tree.node->front);
node.children[1] = loadBSPNode(clipMap, *tree.node->back); node.children[1] = loadBSPNode(clipMap, *tree.node->back);
@@ -414,7 +414,7 @@ namespace BSP
for (unsigned int vertIdx = 0; vertIdx < clipMap.vertCount; vertIdx++) for (unsigned int vertIdx = 0; vertIdx < clipMap.vertCount; vertIdx++)
{ {
vec3_t vertex = clipMap.verts[vertIdx]; vec3_t vertex = clipMap.verts[vertIdx];
// initalise AABB with the first vertex // initialise AABB with the first vertex
if (vertIdx == 0) if (vertIdx == 0)
{ {
worldMins = vertex; worldMins = vertex;

View File

@@ -231,7 +231,7 @@ namespace BSP
gfxWorld.dpvs.smodelDrawInsts = m_memory.Alloc<GfxStaticModelDrawInst>(modelCount); gfxWorld.dpvs.smodelDrawInsts = m_memory.Alloc<GfxStaticModelDrawInst>(modelCount);
// visdata is written to by the game // 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); const auto alignedModelCount = utils::Align(modelCount, 128u);
gfxWorld.dpvs.smodelVisDataCount = static_cast<unsigned int>(alignedModelCount); gfxWorld.dpvs.smodelVisDataCount = static_cast<unsigned int>(alignedModelCount);
gfxWorld.dpvs.smodelVisData[0] = m_memory.Alloc<char>(alignedModelCount); gfxWorld.dpvs.smodelVisData[0] = m_memory.Alloc<char>(alignedModelCount);