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Fix some typo/spelling
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403221a02b
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2 changed files with 3 additions and 3 deletions
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@ -102,7 +102,7 @@ typedef enum {
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/* 0x3A */ CAM_SET_NORMAL2,
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/* 0x3B */ CAM_SET_FISHING, // Fishing pond by the lake
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/* 0x3C */ CAM_SET_CS_C, // Various cutscenes "DEMOC"
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/* 0x3D */ CAM_SET_JABU_TENTACLE, // Jabu-Jabu Parasitic Tenticle Rooms "UO_FIBER"
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/* 0x3D */ CAM_SET_JABU_TENTACLE, // Jabu-Jabu Parasitic Tentacle Rooms "UO_FIBER"
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/* 0x3E */ CAM_SET_DUNGEON2,
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/* 0x3F */ CAM_SET_DIRECTED_YAW, // Does not auto-update yaw, tends to keep the camera pointed at a certain yaw (used by biggoron and final spirit lowering platform) "TEPPEN"
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/* 0x40 */ CAM_SET_PIVOT_FROM_SIDE, // Fixed side view, allows rotation of camera (eg. Potion Shop, Meadow at fairy grotto) "CIRCLE7"
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@ -147,7 +147,7 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, Vec3f* vec) {
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* a light to it. Then apply color and positional/directional info for each light
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* based on the parameters supplied by the node.
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*
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* Note: Lights in a given list can only be binded to however many free slots are
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* Note: Lights in a given list can only be bound to however many free slots are
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* available in the Lights group. This is at most 7 slots for a new group, but could be less.
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*/
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec) {
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@ -217,7 +217,7 @@ void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear,
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}
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/**
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* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
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* Allocate a new Lights group and initialize the ambient color with that provided by LightContext
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*/
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Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
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return Lights_New(gfxCtx, lightCtx->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]);
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