Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2007-04-04 17:18:41 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-04-04 17:18:41 +0400
commitafdd54fa3720c267f30e48ed45c449d80449bac0 (patch)
tree3192044fa53f6e1fd3d1b0256963c2d4c090d700 /source/gameengine/Rasterizer
parent203e6ed82b444786d7999e88cebef84d6d429765 (diff)
moved source and text to american spelling
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 789b5eea21e..8ecc9e7ad05 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -207,7 +207,7 @@ public:
* 2 quads
* @param polymat (reserved)
* @param useObjectColor will render the object using @param rgbacolor instead of
- * vertex colours.
+ * vertex colors.
*/
virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
@@ -351,7 +351,7 @@ public:
bool perspective = true
)=0;
/**
- * Sets the specular colour component of the lighting equation.
+ * Sets the specular color component of the lighting equation.
*/
virtual void SetSpecularity(float specX,
float specY,
@@ -363,14 +363,14 @@ public:
*/
virtual void SetShinyness(float shiny)=0;
/**
- * Sets the diffuse colour component of the lighting equation.
+ * Sets the diffuse color component of the lighting equation.
*/
virtual void SetDiffuse(float difX,
float difY,
float difZ,
float diffuse)=0;
/**
- * Sets the emissive colour component of the lighting equation.
+ * Sets the emissive color component of the lighting equation.
*/
virtual void SetEmissive(float eX,
float eY,