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Typos Thread http://horde3d.org/forums/viewtopic.php?f=3&t=235 |
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Author: | Volker [ 13.11.2008, 17:43 ] |
Post subject: | Re: Typos Thread |
Fixed it, thanks! |
Author: | korty [ 09.12.2008, 13:39 ] |
Post subject: | Re: Typos Thread |
In http://horde3d.org/docs/_formats.html in the description about the geometry: jointWeights under Vertices - joint indices should be "#V * 4 unsigned chars" and also "#V" is missing under Vertices - joint weights |
Author: | korty [ 26.03.2009, 00:00 ] |
Post subject: | Re: Typos Thread |
In docs/_formats.html Code: <Sampler unit="albedoMap" map="mytex.jpg" /> should probably be Code: <Sampler name="albedoMap" map="mytex.jpg" />
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Author: | Volker [ 26.03.2009, 07:17 ] |
Post subject: | Re: Typos Thread |
That's true, thanks! |
Author: | ljo [ 21.07.2009, 06:26 ] |
Post subject: | Re: Typos Thread |
In the manual about the Morph targets format it is not mentioned that each morph starts with a 256 character name (before the number of vertices). The statement: "The content of the morph stream is exactly equal to the normal vertex stream - but only positions, normals, tangents and bitangents are allowed as content." is a bit misleading. The morph stream uses floating format (and no shorts) for normals etc. Animation format version 2 and 3: Because both data formats can still be used with the current implementation it might be useful to mention somewhere that the only difference between them is the addition of the field: "compressed 1 char". A few typos in the documentation: Horde3D Overview: on finding concepts to achieve these sometimes conficting goals. User Guide: Importing geomtry data using Collada Converter In the last FAQ paragraph: finding concepts which satisfy these sometimes conflicting reqirements. In the Pipeline documentation, paragraph system overview: For example a shader usally has a shadowmap context Dat Format Refrence, Animation version 3: only one single transformation is stored for the corresponing animated node In "Getting started - a small tutorial" The next step is to initalize an OpenGL context A few typos in the comments in the code: umath.h:177: // Artitmetic operations umath.h:349: // Artitmetic operations egRendererBase.cpp:67: // Interleaved arrays are generally faster than sperated arrays egRenderer.cpp:915: // Caluclate split distances using PSSM scheme egResource.cpp:391: // Find unesed resources and release dependencies egResource.h:76: // Number of other objects referencing to this resource egResource.h:162: // Farctory to create resourec object utImage.cpp:1031: // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, Knight (same for AntTweakBar, Lua etc): app.cpp:171: // Write all mesages to log file main.cpp:168: // Initalize application and engine Chicago: crowd.cpp:134: // Make movement frame rate independence crowd.cpp:142: // Caluclate orientation glfw: init.c:66: // Form now on, GLFW state is valid internal.h:64:// Platform specific definitions goes in platform.h (which also includes |
Author: | marciano [ 21.07.2009, 22:13 ] |
Post subject: | Re: Typos Thread |
Thanks for your feedback, it's good to have all these typos collected. |
Author: | Siavash [ 22.07.2009, 16:07 ] |
Post subject: | Re: Typos Thread |
Donno this is the right place to discuss but I think "Horde3D Physics Library Integration" should be updated too. Code: 236_Horde3DPhysics\Horde3DPhysics\src\BoxSample\app.cpp - line 124 Horde3DPhysics::createPhysicsNode( Horde3D::getNodeAttachmentString(node), node ); Regards |
Author: | Volker [ 22.07.2009, 20:40 ] |
Post subject: | Re: Typos Thread |
Not really a typo is it? I didn't updated the physics demo because the GameEngine already offers an integration of Bullet. But if someone has the time to update it, I will upload a release package to the project page. |
Author: | Siavash [ 26.08.2009, 12:14 ] |
Post subject: | Re: Typos Thread |
Horde3D Data Format Reference wrote: Following links should be updated : ModelNodeParams > H3DNodeParams MeshNodeParams > H3DMesh LightNodeParams > H3DLight CameraNodeParams > H3DCamera EmitterNodeParams > H3DEmitter Regards |
Author: | marciano [ 26.08.2009, 22:03 ] |
Post subject: | Re: Typos Thread |
Siavash wrote: Following links should be updated : Thanks! |
Author: | Funto [ 08.11.2009, 08:06 ] |
Post subject: | Re: Typos Thread |
From the documentation, in "Animation system" : - "Layers with a higer index" -> "Layers with a higher index" - "We want to replace thr resulting animation" -> "We want to replace the resulting animation" [EDIT] in this page : http://www.horde3d.org/docs/manual.html : the sample material uses a .shader.xml file instead of a .shader file |
Author: | Rauy [ 16.09.2010, 01:11 ] |
Post subject: | Re: Typos Thread |
functions Renderer::drawLightShapes and Renderer::drawLightGeometry have an argument Code: const std::string shaderContext , but I think it should be Code: const std::string &shaderContext .
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Author: | Volker [ 16.09.2010, 20:16 ] |
Post subject: | Re: Typos Thread |
Thanks fixed it (and also thanks to Funto, fixed the typos in the doc as well) |
Author: | Siavash [ 19.09.2010, 04:17 ] |
Post subject: | Re: Typos Thread |
Horde3D API Reference > h3dResizePipelineBuffers > Details : Horde3D API Reference wrote: This function set the base with and height which affects render targets ... Should be :Horde3D API Reference wrote: This function sets the base width and height which affects render targets ...
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Author: | Rauy [ 29.09.2010, 15:11 ] |
Post subject: | Re: Typos Thread |
Hello, I spotted bugs in Renderer::drawAABB and Renderer::drawCone the calls Code: drawIndexed( PRIM_TRILIST, 0, 36, 0, 24 ); drawIndexed( PRIM_TRILIST, 0, 22 * 3, 0, 39 ); should be Code: drawIndexed( PRIM_TRILIST, 0, 36, 0, 8 ); drawIndexed( PRIM_TRILIST, 0, 22 * 3, 0, 13 ); respectively. That's also a problem in Renderer::drawOccProxies. |
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