Fixed additional typos
Went through the source with VNNCC to correct as many found typos as possible Co-Authored-By: VNC <52937757+VNNCC@users.noreply.github.com>
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@@ -22,7 +22,7 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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Array<RawModelVertex> surfaceCacheVB(32);
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// Cache submeshes by material to lay them down
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// key- brush index, value- direcotry for surafecs (key: surface index, value: list with start vertex per triangle)
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// key- brush index, value- direcotry for surfaces (key: surface index, value: list with start vertex per triangle)
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Dictionary<int32, Dictionary<int32, Array<int32>>> polygonsPerBrush(64);
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// Build index buffer
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@@ -115,8 +115,8 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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tangent.Normalize();
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// Gram-Schmidt orthogonalize
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Vector3 newTangentUnormalized = tangent - normal * Vector3::Dot(normal, tangent);
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const float length = newTangentUnormalized.Length();
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Vector3 newTangentUnnormalized = tangent - normal * Vector3::Dot(normal, tangent);
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const float length = newTangentUnnormalized.Length();
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// Workaround to handle degenerated case
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if (Math::IsZero(length))
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@@ -129,7 +129,7 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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}
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else
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{
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tangent = newTangentUnormalized / length;
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tangent = newTangentUnnormalized / length;
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bitangent.Normalize();
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}
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@@ -217,12 +217,12 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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auto& vertex = cacheVB[triangleStartVertex + k];
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Vector3 projected = Vector3::Project(vertex.Position, 0, 0, 1000, 1000, 0, 1, vp);
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Vector2 projectecXY = Vector2(projected);
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Vector2 projectedXY = Vector2(projected);
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min = Vector2::Min(projectecXY, min);
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max = Vector2::Max(projectecXY, max);
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min = Vector2::Min(projectedXY, min);
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max = Vector2::Max(projectedXY, max);
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pointsCache.Add(projectecXY);
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pointsCache.Add(projectedXY);
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}
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}
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