Fix various typos

Found via `codespell -q 3 -S ./src/external,./src/vcglib,./src/plugins_unsupported/external,./unsupported  -L ba,bre,childs,closests,coo,currenty,distorsion,ect,fle,fo,hist,linz,lod,nd,normall,normaly,pixelx,ot,ro,siz,strutture,vertexes`
This commit is contained in:
luz paz 2022-02-26 14:14:28 -05:00
parent 605666a904
commit 2b0ffa0a58
31 changed files with 37 additions and 37 deletions

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@ -40,7 +40,7 @@ uniform float ni;
void main()
{
// the material propertise are embedded in the shader (for now)
// the material properties are embedded in the shader (for now)
vec4 mat_ambient = vec4(1.0, 1.0, 1.0, 1.0);
vec4 mat_diffuse = gl_Color;//vec4(1.0, 1.0, 1.0, 1.0);
vec4 mat_specular= vec4(1.0, 1.0, 1.0, 1.0);

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@ -6,7 +6,7 @@ uniform float shadowIntensity; // 1.0 black, 0, transparent
vec4 shadowCoordPostW;
float chebyshevUpperBound( float distance) {
// We retrive the two moments previously stored (depth and depth*depth)
// We retrieve the two moments previously stored (depth and depth*depth)
vec2 moments = texture2D(shadowMap,shadowCoordPostW.xy).rb;
// Surface is fully lit. as the current fragment is before the light occluder
if (distance <= moments.x)

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@ -7,7 +7,7 @@ uniform float shadowIntensity; // 1.0 black, 0, transparent
vec4 shadowCoordPostW;
float chebyshevUpperBound( float distance) {
// We retrive the two moments previously stored (depth and depth*depth)
// We retrieve the two moments previously stored (depth and depth*depth)
vec2 moments = texture2D(shadowMap,shadowCoordPostW.xy).rb;
// Surface is fully lit. as the current fragment is before the light occluder
if (distance <= moments.x)

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@ -143,7 +143,7 @@ void main (void) {
}
// average values if there are any valid ellipses
// otherwise the pixel will be writen as unspecified
// otherwise the pixel will be written as unspecified
if (valid_pixels > 0.0)
{

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@ -143,7 +143,7 @@ void main (void) {
}
// average values if there are any valid ellipses
// otherwise the pixel will be writen as unspecified
// otherwise the pixel will be written as unspecified
if (valid_pixels > 0.0)
{
bufferA /= valid_pixels;

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@ -23,7 +23,7 @@ void main(void)
radius_depth_w.x = 0.0;
// for some reason seting the vector to vec4(0.0) drops
// for some reason setting the vector to vec4(0.0) drops
// the performance significantly, at least on the GeForce8800 -- RM 2007-10-19
gl_Position = vec4(1.0);
}

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@ -31,7 +31,7 @@ void main(void)
gl_FragData[1] = vec4 (radius_depth_w.y, 2.0*depth_interval, screen_pos);
gl_FragData[2] = gl_Color;
// avoids point with low quality overwritting point with high quality
// avoids point with low quality overwriting point with high quality
// during depth test
//gl_FragDepth = gl_FragCoord.z - gl_Color.a*0.05;
}

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@ -22,7 +22,7 @@ void main(void)
if ( (back_face_culling == 1) && ((dot < -0.0 ))) {
radius_depth_w.x = 0.0;
// for some reason seting the vector to vec4(0.0) drops
// for some reason setting the vector to vec4(0.0) drops
// the performance significantly, at least on the GeForce8800 -- RM 2007-10-19
gl_Position = vec4(1.0);
}

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@ -979,7 +979,7 @@ Generate a matrix transformation that rotates the mesh. The mesh can be rotated
<TR><TD> \c Enum </TD> <TD> Rotation on: </TD> <TD><i> Choose a method -- </i></TD> </TR>
<TR><TD> \c Enum </TD> <TD> Center of rotation: </TD> <TD><i> Choose a method -- </i></TD> </TR>
<TR><TD> \c DynamicFloat </TD> <TD> Rotation Angle </TD> <TD><i> Angle of rotation (in <b>degree</b>). If snapping is enable this value is rounded according to the snap value -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Snap angle </TD> <TD><i> If selected, before starting the filter will remove anyy unreference vertex (for which curvature values are not defined) -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Snap angle </TD> <TD><i> If selected, before starting the filter will remove any unreference vertex (for which curvature values are not defined) -- </i></TD> </TR>
<TR><TD> \c Point3f </TD> <TD> Custom axis </TD> <TD><i> This rotation axis is used only if the 'custom axis' option is chosen. -- </i></TD> </TR>
<TR><TD> \c Point3f </TD> <TD> Custom center </TD> <TD><i> This rotation center is used only if the 'custom point' option is chosen. -- </i></TD> </TR>
<TR><TD> \c Float </TD> <TD> Snapping Value </TD> <TD><i> This value is used to snap the rotation angle. -- </i></TD> </TR>
@ -1045,7 +1045,7 @@ Compute the principal directions of curvature with several algorithms
<H2> Parameters </h2>
<TABLE>
<TR><TD> \c Enum </TD> <TD> Method: </TD> <TD><i> Choose a method -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Remove Unreferenced Vertices </TD> <TD><i> If selected, before starting the filter will remove anyy unreference vertex (for which curvature values are not defined) -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Remove Unreferenced Vertices </TD> <TD><i> If selected, before starting the filter will remove any unreference vertex (for which curvature values are not defined) -- </i></TD> </TR>
</TABLE>
\section f96 Close Holes
@ -1458,7 +1458,7 @@ Create a new mesh that is a resampled version of the current one.<br>The resampl
<TR><TD> \c Bool </TD> <TD> Clean Vertices </TD> <TD><i> If true the mesh generated by MC will be cleaned by unifying vertices that are almost coincident -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Discretize </TD> <TD><i> If true the position of the intersected edge of the marching cube grid is not computed by linear interpolation, but it is placed in fixed middle position. As a consequence the resampled object will look severely aliased by a stairstep appearance.<br>Useful only for simulating the output of 3D printing devices. -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Multisample </TD> <TD><i> If true the distance field is more accurately compute by multisampling the volume (7 sample for each voxel). Much slower but less artifacts. -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Absolute Distance </TD> <TD><i> If true a <b> not</b> signed distance field is computed. In this case you have to choose a not zero Offset and a double surface is built around the original surface, inside and outside. Is useful to convrt thin floating surfaces into <i> solid, thick meshes.</i>. t -- </i></TD> </TR>
<TR><TD> \c Bool </TD> <TD> Absolute Distance </TD> <TD><i> If true a <b> not</b> signed distance field is computed. In this case you have to choose a not zero Offset and a double surface is built around the original surface, inside and outside. Is useful to convert thin floating surfaces into <i> solid, thick meshes.</i>. t -- </i></TD> </TR>
</TABLE>
\section f133 Voronoi Vertex Clustering

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@ -47,7 +47,7 @@ private:
// map that stores, for each string, all the actions that store that string in their titles
std::map<QString, std::vector<QAction*>> titleActionsMap;
// map that stores, for each stirng, all the actions that store that stirng in their info
// map that stores, for each string, all the actions that store that string in their info
std::map<QString, std::vector<QAction*>> infoActionsMap;
struct ActionComparator {

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@ -134,7 +134,7 @@ public:
/**
* @brief This function should require true if the glContext is used by the
* filter. Without this, the glContext will remain set to nullptr on non-GUI
* softwares that will use the filter (E.G. PyMeshLab).
* software that will use the filter (E.G. PyMeshLab).
* Note: every filter that uses the glContext should first check if
* glContext != nullptr.
*/

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@ -428,7 +428,7 @@ public:
/**
* @brief The warningMessageString is invoked by the framework after the
* execution of load/save functions. It returns the warning string containing
* all the warinings produced by the function, and it clears the string.
* all the warnings produced by the function, and it clears the string.
*/
QString warningMessageString() const;

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@ -61,7 +61,7 @@ PluginManager::~PluginManager()
/**
* @brief Checks if the given file is a valid MeshLab plugin.
* It does not add the plugin to the plugin manger.
* It does not add the plugin to the plugin manager.
*
* Note: this function is called automatically before loading a plugin.
*

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@ -34,7 +34,7 @@
namespace meshlab {
/**
* @brief This function assumes that you already have the followind data:
* @brief This function assumes that you already have the following data:
* - the plugin that is needed to load the mesh
* - the number of meshes that will be loaded from the file
* - the list of MeshModel(s) that will contain the loaded mesh(es)

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@ -220,7 +220,7 @@ void FilterDockDialog::changeCurrentMesh(int meshId)
bool FilterDockDialog::isPreviewable() const
{
// the actual check whether the filter is previewable or not is made in the consturctor, calling
// the actual check whether the filter is previewable or not is made in the constructor, calling
// the function isFilterPreviewable().
// when a filter is previewable, the previewCheckBox is visible.
return ui->previewCheckBox->isVisible();

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@ -730,7 +730,7 @@ void MainWindow::fillFilterMenu()
filterMenu->addMenu(filterMenuOther);
//this is used just to fill the menus with alhabetical order
//this is used just to fill the menus with alphabetical order
std::map<QString, FilterPlugin*> mapFilterPlugins;
//populate the map

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@ -34,7 +34,7 @@ public:
/**
* Performs init commands.
* Initializes GLEW and performs setup, thes compiles and links the shader.
* Initializes GLEW and performs setup, then compiles and links the shader.
* If something went wrong return false, otherwise true.
* @return false if something went wrong, true otherwise.
*/

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@ -35,7 +35,7 @@ public:
/**
* Performs init commands.
* Initializes GLEW and performs setup, thes compiles and links the shaders.
* Initializes GLEW and performs setup, then compiles and links the shaders.
* If something went wrong return false, otherwise true.
* @return false if something went wrong, true otherwise.
*/

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@ -36,7 +36,7 @@ public:
/**
* Performs init commands.
* Initializes GLEW and performs setup, thes compiles and links the shaders.
* Initializes GLEW and performs setup, then compiles and links the shaders.
* If something went wrong return false, otherwise true.
* @return false if something went wrong, true otherwise.
*/

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@ -35,7 +35,7 @@ public:
/**
* Performs init commands.
* Initializes GLEW and performs setup, thes compiles and links the shaders.
* Initializes GLEW and performs setup, then compiles and links the shaders.
* If something went wrong return false, otherwise true.
* @return false if something went wrong, true otherwise.
*/

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@ -412,7 +412,7 @@ inline bool isIn(const QPointF &p0, const QPointF &p1, float x, float y, float r
}
}
// there could be some problem when point is nearer p0 or p1 and viceversa
// there could be some problem when point is nearer p0 or p1 and vice-versa
// so i have to check both. is only needed with smooth_borders
bool found = false;
float dx = (x - p1.x());

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@ -1,2 +1,2 @@
0.11 02/07/2008 fixed bug abount minspinbox and max spinbox ranges
0.11 02/07/2008 fixed bug about minspinbox and max spinbox ranges

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@ -375,7 +375,7 @@ RichParameterList CleanFilter::initParameterList(const QAction* action, const Me
0,
{"Edge Collapse", "Edge Flip"},
"Method",
"Selects wether to remove t-vertices by edge collapse or edge flip."));
"Selects whether to remove t-vertices by edge collapse or edge flip."));
parlst.addParam(RichFloat(
"Threshold",
40,
@ -404,7 +404,7 @@ RichParameterList CleanFilter::initParameterList(const QAction* action, const Me
0,
{"Remove Faces", "Split Vertices"},
"Method",
"Selects wether to remove non manifold edges by removing faces or by splitting "
"Selects whether to remove non manifold edges by removing faces or by splitting "
"vertices."));
default: break; // do not add any parameter for the other filters
}

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@ -668,7 +668,7 @@ public:
int lower_limit;
int interval;
int accuracy;
//edn parameters
//end parameters
MyTriEdgeCollapse *next_oper;
MyTriEdgeFlip *next_flip;

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@ -43,7 +43,7 @@ protected:
SimpleTempData<typename MESH_TYPE::VertContainer, int > isFixed;
public:
/* Tpyes */
/* Types */
typedef MESH_TYPE MeshType;
typedef typename MESH_TYPE::VertexIterator VertexIterator;
typedef typename MESH_TYPE::FaceIterator FaceIterator;

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@ -340,14 +340,14 @@ QString ExtraMeshFilterPlugin::filterInfo(ActionIDType filterID) const
"<br> <i>Luiz Velho, Denis Zorin </i>"
"<br>CAGD, volume 18, Issue 5, Pages 397-427. ");
case FP_CLUSTERING : return tr("Collapse vertices by creating a three dimensional grid enveloping the mesh and discretizes them based on the cells of this grid");
case FP_QUADRIC_SIMPLIFICATION : return tr("Simplify a mesh using a quadric based edge-collapse strategy. A variant of the well known Garland and Heckbert simplification algorithm with different weighting schemes to better cope with aspect ration andd planar/degenerate quadrics areas."
case FP_QUADRIC_SIMPLIFICATION : return tr("Simplify a mesh using a quadric based edge-collapse strategy. A variant of the well known Garland and Heckbert simplification algorithm with different weighting schemes to better cope with aspect ration and planar/degenerate quadrics areas."
"<br> See: <br>"
"<i>M. Garland and P. Heckbert.</i> <br>"
"<b>Surface Simplification Using Quadric Error Metrics</b> (<a href='http://mgarland.org/papers/quadrics.pdf'>pdf</a>)<br>"
"In Proceedings of SIGGRAPH 97.<br/><br/>");
case FP_QUADRIC_TEXCOORD_SIMPLIFICATION : return tr("Simplify a textured mesh using a Quadric based Edge Collapse Strategy preserving UV parametrization. "
"Inspired in the QSLIM surface simplification algorithm "
"by Michael Garland, which turned into the industry standar method for mesh simplification."
"by Michael Garland, which turned into the industry standard method for mesh simplification."
"<br> See: <br>"
"<i>M. Garland and P. Heckbert.</i> <br>"
"<b>Simplifying Surfaces with Color and Texture using Quadric Error Metrics</b> (<a href='http://mgarland.org/papers/quadric2.pdf'>pdf</a>)<br>"

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@ -705,7 +705,7 @@ template< bool CreateNodes >
bool OctNode< NodeData >::NeighborKey< LeftRadius , RightRadius >::getChildNeighbors( int cIdx , int d , Neighbors< Width >& cNeighbors , void (*Initializer)( OctNode& ) ) const
{
Neighbors< Width >& pNeighbors = neighbors[d];
// Check that we actuall have a center node
// Check that we actually have a center node
if( !pNeighbors.neighbors[LeftRadius][LeftRadius][LeftRadius] ) return false;
// Get the indices of the child node that would contain the point (and its antipode)
@ -756,7 +756,7 @@ template< bool CreateNodes , class Real >
bool OctNode< NodeData >::NeighborKey< LeftRadius , RightRadius >::getChildNeighbors( Point3D< Real > p , int d , Neighbors< Width >& cNeighbors , void (*Initializer)( OctNode& ) ) const
{
Neighbors< Width >& pNeighbors = neighbors[d];
// Check that we actuall have a center node
// Check that we actually have a center node
if( !pNeighbors.neighbors[LeftRadius][LeftRadius][LeftRadius] ) return false;
Point3D< Real > c;
Real w;

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@ -128,7 +128,7 @@ QString SdfGpuPlugin::filterInfo(ActionIDType filterId) const
"several rays are sent inside a cone, centered around the point's inward-normal, to the other side of the mesh. The result is a weighted sum of all rays lengths. "
"For further details, see the reference paper:<br>"
"<b>Shapira Shamir Cohen-Or,<br>"
"Consistent Mesh Partitioning and Skeletonisation using the shaper diamter function, Visual Comput. J. (2008)</b> ");
"Consistent Mesh Partitioning and Skeletonisation using the shaper diameter function, Visual Comput. J. (2008)</b> ");
case SDF_DEPTH_COMPLEXITY : return QString("Calculate the depth complexity of the mesh, that is: the maximum number of layers that a ray can hit while traversing the mesh. To have a correct value, you should specify and high value in the peeling iteration parameter. "
"You can read the result in the MeshLab log window. <b>If warnings are not present, you have the exact value, otherwise try increasing the peeling iteration parameter. After having calculated the correct value,"
"you can ignore further warnings that you may get using that value.</b>. ");

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@ -1034,7 +1034,7 @@ static CheckStatus CheckAfterLocalOptimizationInner(SeamData& sd, AlgoStateHandl
}
// also ensure the optimization border does not intersect the border of the fixed area
// note that this check is not suficient, we should make sure that the optimization AREA
// note that this check is not sufficient, we should make sure that the optimization AREA
// does not intersect with the non-optimized area. This check should be done either with
// rasterization or triangle intersections
std::vector<HalfEdge> nopVecBorder;

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@ -441,7 +441,7 @@ void loadMeshPrimitive(
loadAttribute(m, ivp, model, p, INDICES);
progress.increment();
// if vTex was true, it means that we loaded texcoords, that have been transfered from vertex to
// if vTex was true, it means that we loaded texcoords, that have been transferred from vertex to
// wedges when loading triangle indices. Therefore, we can remove vertex texcoords and leave
// only wedges, which are the only that can be rendered with multiple textures in meshlab
// TODO: remove this mechanism whenever vertex texcoords allow to render multiple textures in
@ -462,7 +462,7 @@ void loadMeshPrimitive(
* vector ivp. For all the other parameters, ivp is a const input.
*
* If the primitive does not contain the primitive p, nothing is done.
* Howerver, id the attribute is POSITION, then a MLException will be thrown.
* However, id the attribute is POSITION, then a MLException will be thrown.
*
*
* @param m

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@ -2717,7 +2717,7 @@ public:
//Merge all meshes in the x3d's file in the templeted mesh m
//Merge all meshes in the x3d's file in the templated mesh m
static int Open(OpenMeshType& m, const char* filename, AdditionalInfoX3D*& info, CallBackPos *cb = 0)
{
vcg::Matrix44<ScalarType> tMatrix;