typos in com.jme3.{math,renderer,post}.*

I request permission to push the following corrections to comments into ‘master’. I also propose to change line endings to LineFeed-only/Unix where they differ.

In jme3-core\src\main\java\com\jme3\math\ColorRGBA.java:

--- HEAD
+++ Modified In Working Tree
@@ -309,9 +309,9 @@
      * Sets this <code>ColorRGBA</code> to the interpolation by changeAmnt from 
      * beginColor to finalColor:
      * this=(1-changeAmnt)*beginColor + changeAmnt * finalColor
-     * @param beginColor The begining color (changeAmnt=0).
+     * @param beginColor The beginning color (changeAmnt=0).
      * @param finalColor The final color to interpolate towards (changeAmnt=1).
-     * @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
+     * @param changeAmnt An amount between 0.0 - 1.0 representing a percentage
      *  change from beginColor towards finalColor.
      */
     public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) {

In jme3-core\src\main\java\com\jme3\math\FastMath.java:

--- HEAD
+++ Modified In Working Tree
@@ -98,7 +98,7 @@
      * @param scale
      *            scale value to use. if 1, use endValue, if 0, use startValue.
      * @param startValue
-     *            Begining value. 0% of f
+     *            Beginning value. 0% of f
      * @param endValue
      *            ending value. 100% of f
      * @return The interpolated value between startValue and endValue.
@@ -123,7 +123,7 @@
      * @param scale
      *            scale value to use. if 1, use endValue, if 0, use startValue.
      * @param startValue
-     *            Begining value. 0% of f
+     *            Beginning value. 0% of f
      * @param endValue
      *            ending value. 100% of f
      * @param store a vector3f to store the result
@@ -146,7 +146,7 @@
      * @param scale
      *            scale value to use. if 1, use endValue, if 0, use startValue.
      * @param startValue
-     *            Begining value. 0% of f
+     *            Beginning value. 0% of f
      * @param endValue
      *            ending value. 100% of f
      * @return The interpolated value between startValue and endValue.
@@ -224,7 +224,7 @@
      * @param p1 control point 1
      * @param p2 control point 2
      * @param p3 control point 3
-     * @return catmull-Rom interpolation
+     * @return Catmull–Rom interpolation
      */
     public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
         float c1, c2, c3, c4;
@@ -251,7 +251,7 @@
      * @param p2 control point 2
      * @param p3 control point 3
      * @param store a Vector3f to store the result
-     * @return catmull-Rom interpolation
+     * @return Catmull–Rom interpolation
      */
     public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
         if (store == null) {
@@ -263,8 +263,9 @@
         return store;
     }
 
-    /**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
-     * here is the interpolation matrix
+    /**
+     * Interpolate a spline between at least 4 control points using the
+     * Catmull-Rom equation. Here is the interpolation matrix:     
      * m = [ 0.0  1.0  0.0   0.0 ]
      *     [-T    0.0  T     0.0 ]
      *     [ 2T   T-3  3-2T  -T  ]
@@ -277,7 +278,7 @@
      * @param p1 control point 1
      * @param p2 control point 2
      * @param p3 control point 3
-     * @return catmull-Rom interpolation
+     * @return Catmull–Rom interpolation
      */
     public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
         return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
@@ -354,7 +355,7 @@
     }
 
     /**
-     * Compute the lenght on a catmull rom spline between control point 1 and 2
+     * Compute the length of a Catmull–Rom spline between control points 1 and 2
      * @param p0 control point 0
      * @param p1 control point 1
      * @param p2 control point 2
@@ -390,7 +391,7 @@
     }
 
     /**
-     * Compute the lenght on a bezier spline between control point 1 and 2
+     * Compute the length on a Bezier spline between control points 1 and 2.
      * @param p0 control point 0
      * @param p1 control point 1
      * @param p2 control point 2
@@ -588,7 +589,7 @@
 
     /**
      * Returns the value squared.  fValue ^ 2
-     * @param fValue The vaule to square.
+     * @param fValue The value to square.
      * @return The square of the given value.
      */
     public static float sqr(float fValue) {

In jme3-core\src\main\java\com\jme3\post\Filter.java:

--- HEAD
+++ Modified In Working Tree
@@ -51,12 +51,12 @@
 /**
  * Filters are 2D effects applied to the rendered scene.&lt;br&gt;
  * The filter is fed with the rendered scene image rendered in an offscreen frame buffer.&lt;br&gt;
- * This texture is applied on a fullscreen quad, with a special material.&lt;br&gt;
- * This material uses a shader that aplly the desired effect to the scene texture.&lt;br&gt;
+ * This texture is applied on a full-screen quad with a special material.&lt;br&gt;
+ * This material uses a shader that applies the desired effect to the scene texture.&lt;br&gt;
  * &lt;br&gt;
  * This class is abstract, any Filter must extend it.&lt;br&gt;
  * Any filter holds a frameBuffer and a texture&lt;br&gt;
- * The getMaterial must return a Material that use a GLSL shader immplementing the desired effect&lt;br&gt;
+ * The getMaterial must return a Material that use a GLSL shader implementing the desired effect&lt;br&gt;
  *
  * @author Rémy Bouquet aka Nehon
  */
@@ -216,7 +216,7 @@
     }
 
     /**
-     * contruct a Filter
+     * construct a Filter
      */
     protected Filter() {
         this("filter");
@@ -301,7 +301,7 @@
 
     /**
      * Override this method if you want to modify parameters according to tpf before the rendering of the frame.
-     * This is usefull for animated filters
+     * This is useful for animated filters
      * Also it can be the place to render pre passes
      * @param tpf the time used to render the previous frame
      */
@@ -428,7 +428,7 @@
     }
 
     /**
-     * returns ttrue if the filter is enabled
+     * returns true if the filter is enabled
      * @return enabled
      */
     public boolean isEnabled() {
@@ -449,7 +449,7 @@
      * Note that buffer will be null if the filter is the last one in the stack 
      * and has been rendered to screen
      * @param r the renderer
-     * @param buffer the framebuffer on hich the filtre has been rendered.
+     * @param buffer the framebuffer on which the filter has been rendered.
      */
     protected void postFilter(Renderer r, FrameBuffer buffer){        
     }

In jme3-core\src\main\java\com\jme3\renderer\Camera.java:

--- HEAD
+++ Modified In Working Tree
@@ -287,8 +287,8 @@
     }
     
 	/**
-	 * This method copise the settings of the given camera.
-	 * 
+         * This method copies the settings of the given camera.
+    	 * 
 	 * @param cam
 	 *            the camera we copy the settings from
 	 */
@@ -368,8 +368,8 @@
 
     /**
      * Sets a clipPlane for this camera.
-     * The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
-     * This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
+     * The clipPlane is used to recompute the
+     * projectionMatrix using the plane as the near plane     * This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
      * more info here
      * <ul>
      * <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
@@ -668,8 +668,8 @@
     }
 
     /**
-     * <code>setRotation</code> sets the orientation of this camera. 
-     * This will be equivelant to setting each of the axes:
+     * <code>setRotation</code> sets the orientation of this camera. This will
+     * be equivalent to setting each of the axes:
      * <code>&lt;br&gt;
      * cam.setLeft(rotation.getRotationColumn(0));&lt;br&gt;
      * cam.setUp(rotation.getRotationColumn(1));&lt;br&gt;
@@ -803,7 +803,7 @@
     }
 
     /**
-     * <code>lookAt</code> is a convienence method for auto-setting the frame
+     * <code>lookAt</code> is a convenience method for auto-setting the frame
      * based on a world position the user desires the camera to look at. It
      * repoints the camera towards the given position using the difference
      * between the position and the current camera location as a direction
@@ -996,7 +996,7 @@
 
     /**
      * <code>contains</code> tests a bounding volume against the planes of the
-     * camera's frustum. The frustums planes are set such that the normals all
+     * camera's frustum. The frustum's planes are set such that the normals all
      * face in towards the viewable scene. Therefore, if the bounding volume is
      * on the negative side of the plane is can be culled out.
      *

In jme3-core\src\main\java\com\jme3\math\CurveAndSurfaceMath.java:

--- HEAD
+++ Modified In Working Tree
@@ -42,12 +42,13 @@
 	private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
 
 	/**
-	 * A private constructor is defined to avoid instatiation of this class.
-	 */
+         * A private constructor is defined to avoid instantiation of this 
+	 * class.
+   	 */
 	private CurveAndSurfaceMath() {}
 	
 	/**
-	 * This method interpolates tha data for the nurbs curve.
+	 * This method interpolates the data for the nurbs curve.
 	 * @param u
 	 *            the u value
 	 * @param nurbSpline
@@ -76,7 +77,7 @@
 	}
 
 	/**
-	 * This method interpolates tha data for the nurbs surface.
+	 * This method interpolates the data for the nurbs surface.
 	 * 
 	 * @param u
 	 *            the u value

In jme3-core\src\main\java\com\jme3\renderer\Renderer.java:

--- HEAD
+++ Modified In Working Tree
@@ -269,7 +269,7 @@
     /**
      * Renders <code>count</code> meshes, with the geometry data supplied.
      * The shader which is currently set with <code>setShader</code> is
-     * responsible for transforming the input verticies into clip space
+     * responsible for transforming the input vertices into clip space
      * and shading it based on the given vertex attributes.
      * The int variable gl_InstanceID can be used to access the current
      * instance of the mesh being rendered inside the vertex shader.
1 Like

Looks fine to me. I’m still chuckling now after reading some of the originals as written. Be-guy-ning and Pre-cent-age. Typos are fun… supposably. :wink:

Don’t make fun of me !!! :frowning:
Most of those typos are mine…
beginning with 1 ‘n’ typical, you may also see it here and there with 2 ‘g’ :smiley:

Some lines are identical though, is it the diff that’s doing crap, or am I blind to typos?

Go ahead Stephen!

PS : Am I the only one having trouble scrolling in those code blocks? when I scroll down it slowly scrolls back up…that’s painful…

1 Like
@nehon said: Some lines are identical though, is it the diff that's doing crap, or am I blind to typos?

I think you might be blind to typos.

Scrolling with the scroll bars or the mouse wheel?

@pspeed said: I think you might be blind to typos.
I have an implicit typo correction filter ;)
@pspeed said: Scrolling with the scroll bars or the mouse wheel?
both

Tha data must be interpolated bro ^^

(But i needed like 5 read attempts to actually spot this one :stuck_out_tongue: )

For reasons I don’t understand, it took two commits:
98ffe52c7747c521b8d57ef7a239efd62550a16c
and
1a68fc9c3068b033c8895c27101b67488c244c3a

You can browse recent commits using the following URL:

Spotting typos is easier when you have the Netbeans Spellchecker plugin. It also helps that English is my native language.