mirror of
https://github.com/lucaspalomodevelop/meshlab.git
synced 2026-03-12 15:57:23 +00:00
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:
parent
605666a904
commit
2b0ffa0a58
@ -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);
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -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)
|
||||
{
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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);
|
||||
}
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
@ -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);
|
||||
}
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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 {
|
||||
|
||||
@ -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.
|
||||
*/
|
||||
|
||||
@ -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;
|
||||
|
||||
|
||||
@ -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.
|
||||
*
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -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();
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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.
|
||||
*/
|
||||
|
||||
@ -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.
|
||||
*/
|
||||
|
||||
@ -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.
|
||||
*/
|
||||
|
||||
@ -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.
|
||||
*/
|
||||
|
||||
@ -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());
|
||||
|
||||
@ -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
|
||||
|
||||
|
||||
@ -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
|
||||
}
|
||||
|
||||
@ -668,7 +668,7 @@ public:
|
||||
int lower_limit;
|
||||
int interval;
|
||||
int accuracy;
|
||||
//edn parameters
|
||||
//end parameters
|
||||
|
||||
MyTriEdgeCollapse *next_oper;
|
||||
MyTriEdgeFlip *next_flip;
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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>"
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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>. ");
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user