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authorBastien Montagne <montagne29@wanadoo.fr>2012-07-04 16:19:50 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2012-07-04 16:19:50 +0400
commit4d2a6a8e21031702f1ca6fdd1130af73362dcb91 (patch)
tree0b9df93d1b327a4e7301c498b1c5d3087232acc2 /doc
parent16e6b7b867778fb041dd7cbe10cb83e8b3de0920 (diff)
Spellfixes: colour -> color
Diffstat (limited to 'doc')
-rw-r--r--doc/build_systems/scons-dev.txt2
-rw-r--r--doc/build_systems/scons.txt6
-rw-r--r--doc/guides/interface_API.txt2
-rw-r--r--doc/python_api/rst/bge.render.rst12
-rw-r--r--doc/python_api/rst/bge.types.rst56
5 files changed, 39 insertions, 39 deletions
diff --git a/doc/build_systems/scons-dev.txt b/doc/build_systems/scons-dev.txt
index b7cac8109d4..ae2be2b2a94 100644
--- a/doc/build_systems/scons-dev.txt
+++ b/doc/build_systems/scons-dev.txt
@@ -37,7 +37,7 @@
Much of the actual functionality can be found in the python scripts
in the directory $BLENDERHOME/tools, with Blender.py defining the
bulk of the functionality. btools.py has some helper functions, and
- bcolors.py is for the terminal colours. mstoolkit.py and crossmingw.py
+ bcolors.py is for the terminal colors. mstoolkit.py and crossmingw.py
are modules which set up SCons for the MS VC++ 2003 toolkit and
the cross-compile toolset for compiling Windows binaries on Linux
respectively. Note: the cross-compile doesn't work yet for Blender,
diff --git a/doc/build_systems/scons.txt b/doc/build_systems/scons.txt
index d6ead8d32ae..cb88c56ddbc 100644
--- a/doc/build_systems/scons.txt
+++ b/doc/build_systems/scons.txt
@@ -48,7 +48,7 @@
% python ./scons/scons.py
This will start the build process with default values. Depending
- on your platform you may see colour in your output (non-Windows
+ on your platform you may see color in your output (non-Windows
machines). In the the beginning an overview of targets and arguments
from the command-line is given, then all libraries and binaries to
build are configured.
@@ -123,11 +123,11 @@
This rewrite features a cleaner output during the build process. If
you need to see the full command-line for compiles, then you can
- change that behaviour. Also the use of colours can be changed:
+ change that behaviour. Also the use of colors can be changed:
% python scons\scons.py BF_FANCY=0
- This will disable the use of colours.
+ This will disable the use of colors.
% python scons\scons.py BF_QUIET=0
diff --git a/doc/guides/interface_API.txt b/doc/guides/interface_API.txt
index c98794444e6..5f601dd3ebc 100644
--- a/doc/guides/interface_API.txt
+++ b/doc/guides/interface_API.txt
@@ -173,7 +173,7 @@ drawtype:
UI_EMBOSSN 2 /* Button with no border */
UI_EMBOSSF 3 /* Square embossed button (file select) */
UI_EMBOSSM 4 /* Colored, for pulldown menus */
- UI_EMBOSSP 5 /* Simple borderless coloured button (like blender sensors) */
+ UI_EMBOSSP 5 /* Simple borderless colored button (like blender sensors) */
font:
UI_HELV 0 /* normal font */
diff --git a/doc/python_api/rst/bge.render.rst b/doc/python_api/rst/bge.render.rst
index a253b6df26f..d07d7a8734f 100644
--- a/doc/python_api/rst/bge.render.rst
+++ b/doc/python_api/rst/bge.render.rst
@@ -94,11 +94,11 @@ Functions
If filename starts with // the image will be saved relative to the current directory.
If the filename contains # it will be replaced with the frame number.
- The standalone player saves .png files. It does not support colour space conversion
+ The standalone player saves .png files. It does not support color space conversion
or gamma correction.
When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
- Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
+ Gamma, Colorspace conversion and Jpeg compression are taken from the Render settings panels.
:type filename: string
@@ -125,14 +125,14 @@ Functions
.. function:: setBackgroundColor(rgba)
- Sets the window background colour.
+ Sets the window background color.
:type rgba: list [r, g, b, a]
.. function:: setMistColor(rgb)
- Sets the mist colour.
+ Sets the mist color.
:type rgb: list [r, g, b]
@@ -153,8 +153,8 @@ Functions
.. function:: setMistEnd(end)
- Sets the mist end value. Objects further away from this will be coloured solid with
- the colour set by setMistColor().
+ Sets the mist end value. Objects further away from this will be colored solid with
+ the color set by setMistColor().
:type end: float
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst
index b45d1a03558..d0a848ee6f7 100644
--- a/doc/python_api/rst/bge.types.rst
+++ b/doc/python_api/rst/bge.types.rst
@@ -1683,7 +1683,7 @@ Game Types (bge.types)
light = co.owner
light.energy = 1.0
- light.colour = [1.0, 0.0, 0.0]
+ light.color = [1.0, 0.0, 0.0]
.. data:: SPOT
@@ -1719,15 +1719,15 @@ Game Types (bge.types)
:type: float
- .. attribute:: colour
+ .. attribute:: color
- The colour of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
+ The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
:type: list [r, g, b]
- .. attribute:: color
+ .. attribute:: colour
- Synonym for colour.
+ Synonym for color.
.. attribute:: lin_attenuation
@@ -1782,7 +1782,7 @@ Game Types (bge.types)
#. They are at the same position
#. UV coordinates are the same
#. Their normals are the same (both polygons are "Set Smooth")
- #. They are the same colour, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
+ #. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
The correct method of iterating over every :class:`KX_VertexProxy` in a game object
@@ -1798,8 +1798,8 @@ Game Types (bge.types)
for v_index in range(mesh.getVertexArrayLength(m_index)):
vertex = mesh.getVertex(m_index, v_index)
# Do something with vertex here...
- # ... eg: colour the vertex red.
- vertex.colour = [1.0, 0.0, 0.0, 1.0]
+ # ... eg: color the vertex red.
+ vertex.color = [1.0, 0.0, 0.0, 1.0]
.. attribute:: materials
@@ -2538,13 +2538,13 @@ Game Types (bge.types)
.. attribute:: diffuse
- The diffuse colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
+ The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: specular
- The specular colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
+ The specular color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
:type: list [r, g, b]
@@ -3381,7 +3381,7 @@ Game Types (bge.types)
.. class:: KX_VertexProxy(SCA_IObject)
- A vertex holds position, UV, colour and normal information.
+ A vertex holds position, UV, color and normal information.
Note:
The physics simulation is NOT currently updated - physics will not respond
@@ -3405,17 +3405,17 @@ Game Types (bge.types)
:type: list [nx, ny, nz]
- .. attribute:: colour
+ .. attribute:: color
- The colour of the vertex.
+ The color of the vertex.
:type: list [r, g, b, a]
Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
- .. attribute:: color
+ .. attribute:: colour
- Synonym for colour.
+ Synonym for color.
.. attribute:: x
@@ -3461,25 +3461,25 @@ Game Types (bge.types)
.. attribute:: r
- The red component of the vertex colour. 0.0 <= r <= 1.0.
+ The red component of the vertex color. 0.0 <= r <= 1.0.
:type: float
.. attribute:: g
- The green component of the vertex colour. 0.0 <= g <= 1.0.
+ The green component of the vertex color. 0.0 <= g <= 1.0.
:type: float
.. attribute:: b
- The blue component of the vertex colour. 0.0 <= b <= 1.0.
+ The blue component of the vertex color. 0.0 <= b <= 1.0.
:type: float
.. attribute:: a
- The alpha component of the vertex colour. 0.0 <= a <= 1.0.
+ The alpha component of the vertex color. 0.0 <= a <= 1.0.
:type: float
@@ -3529,15 +3529,15 @@ Game Types (bge.types)
.. method:: getRGBA()
- Gets the colour of this vertex.
+ Gets the color of this vertex.
- The colour is represented as four bytes packed into an integer value. The colour is
+ The color is represented as four bytes packed into an integer value. The color is
packed as RGBA.
Since Python offers no way to get each byte without shifting, you must use the struct module to
- access colour in an machine independent way.
+ access color in an machine independent way.
- Because of this, it is suggested you use the r, g, b and a attributes or the colour attribute instead.
+ Because of this, it is suggested you use the r, g, b and a attributes or the color attribute instead.
.. code-block:: python
@@ -3547,17 +3547,17 @@ Game Types (bge.types)
# black = ( 0, 0, 0, 255)
# white = (255, 255, 255, 255)
- :return: packed colour. 4 byte integer with one byte per colour channel in RGBA format.
+ :return: packed color. 4 byte integer with one byte per color channel in RGBA format.
:rtype: integer
.. method:: setRGBA(col)
- Sets the colour of this vertex.
+ Sets the color of this vertex.
See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes
- or the colour attribute instead.
+ or the color attribute instead.
- setRGBA() also accepts a four component list as argument col. The list represents the colour as [r, g, b, a]
+ setRGBA() also accepts a four component list as argument col. The list represents the color as [r, g, b, a]
with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0]
.. code-block:: python
@@ -3567,7 +3567,7 @@ Game Types (bge.types)
v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red
v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms.
- :arg col: the new colour of this vertex in packed RGBA format.
+ :arg col: the new color of this vertex in packed RGBA format.
:type col: integer or list [r, g, b, a]
.. method:: getNormal()