moved source and text to american spelling
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
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@@ -45,7 +45,7 @@ static void node_shader_exec_camera(void *data, bNode *node, bNodeStack **in, bN
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VECCOPY(out[0]->vec, shi->co); /* get view vector */
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out[1]->vec[0]= fabs(shi->co[2]); /* get view z-depth */
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out[2]->vec[0]= Normalise(out[0]->vec); /* get view distance */
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out[2]->vec[0]= Normalize(out[0]->vec); /* get view distance */
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}
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}
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@@ -79,7 +79,7 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
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/* retrieve normal */
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if(in[MAT_IN_NORMAL]->hasinput) {
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nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
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Normalise(shi->vn);
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Normalize(shi->vn);
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}
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else
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VECCOPY(shi->vn, shi->vno);
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@@ -70,7 +70,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
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out[0]->vec[1]= vec1[1] + vec2[1];
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out[0]->vec[2]= vec1[2] + vec2[2];
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out[1]->vec[0] = Normalise( out[0]->vec );
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out[1]->vec[0] = Normalize( out[0]->vec );
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}
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else if(node->custom1 == 3) { /* Dot product */
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out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
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@@ -80,7 +80,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
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out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
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out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
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out[1]->vec[0] = Normalise( out[0]->vec );
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out[1]->vec[0] = Normalize( out[0]->vec );
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}
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else if(node->custom1 == 5) { /* Normalize */
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if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
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@@ -94,7 +94,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
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out[0]->vec[2]= vec2[2];
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}
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out[1]->vec[0] = Normalise( out[0]->vec );
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out[1]->vec[0] = Normalize( out[0]->vec );
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}
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}
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