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Spell tesselation correctly
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Tessellation
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TheGiraffe3 committed Sep 15, 2024
1 parent a5bfb58 commit d0505b4
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Showing 8 changed files with 13 additions and 13 deletions.
4 changes: 2 additions & 2 deletions src/bzflag/BackgroundRenderer.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -674,10 +674,10 @@ void BackgroundRenderer::renderGroundEffects(SceneRenderer& renderer,
if (BZDBCache::blend && BZDBCache::lighting &&
!drawingMirror && BZDBCache::drawGroundLights)
{
if (BZDBCache::tesselation && (renderer.useQuality() >= 3))
if (BZDBCache::tessellation && (renderer.useQuality() >= 3))
{
// (BZDB.get(StateDatabase::BZDB_FOGMODE) == "none")) {
// not really tesselation, but it is tied to the "Best" lighting,
// not really tessellation, but it is tied to the "Best" lighting,
// avoid on foggy maps, because the blending function accumulates
// too much brightness.
drawAdvancedGroundReceivers(renderer);
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4 changes: 2 additions & 2 deletions src/bzflag/DisplayMenu.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -338,7 +338,7 @@ void DisplayMenu::resize(int _width, int _height)
// Lighting
if (BZDBCache::lighting)
{
if (BZDB.isTrue("tesselation"))
if (BZDB.isTrue("tessellation"))
((HUDuiList*)listHUD[i++])->setIndex(2);
else
((HUDuiList*)listHUD[i++])->setIndex(1);
Expand Down Expand Up @@ -444,7 +444,7 @@ void DisplayMenu::callback(HUDuiControl* w, const void* data)
{
bool oldLighting = BZDBCache::lighting;
BZDB.set("lighting", list->getIndex() == 0 ? "0" : "1");
BZDB.set("tesselation", list->getIndex() == 2 ? "1" : "0");
BZDB.set("tessellation", list->getIndex() == 2 ? "1" : "0");
if (oldLighting != BZDBCache::lighting)
{
BZDB.set("texturereplace", (!BZDBCache::lighting &&
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2 changes: 1 addition & 1 deletion src/bzflag/defaultBZDB.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ DefaultDBItem defaultDBItems[] =
{ "blend", "1", true, StateDatabase::ReadWrite, NULL },
{ "smooth", "1", true, StateDatabase::ReadWrite, NULL },
{ "lighting", "1", true, StateDatabase::ReadWrite, NULL },
{ "tesselation", "1", true, StateDatabase::ReadWrite, NULL },
{ "tessellation", "1", true, StateDatabase::ReadWrite, NULL },
{ "dither", "0", true, StateDatabase::ReadWrite, NULL },
{ "shadows", "1", true, StateDatabase::ReadWrite, NULL },
{ "stencilShadows", "1", true, StateDatabase::ReadWrite, NULL },
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8 changes: 4 additions & 4 deletions src/common/BZDBCache.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ BZDBCache::Bool BZDBCache::shadows;
BZDBCache::Bool BZDBCache::stencilShadows;
BZDBCache::Bool BZDBCache::zbuffer;
BZDBCache::Bool BZDBCache::useMeshForRadar;
BZDBCache::Bool BZDBCache::tesselation;
BZDBCache::Bool BZDBCache::tessellation;
BZDBCache::Bool BZDBCache::lighting;
BZDBCache::Bool BZDBCache::smooth;
BZDBCache::Bool BZDBCache::colorful;
Expand Down Expand Up @@ -106,7 +106,7 @@ void BZDBCache::init()
BZDB.addCallback("stencilShadows", clientCallback, NULL);
BZDB.addCallback("zbuffer", clientCallback, NULL);
BZDB.addCallback("useMeshForRadar", clientCallback, NULL);
BZDB.addCallback("tesselation", clientCallback, NULL);
BZDB.addCallback("tessellation", clientCallback, NULL);
BZDB.addCallback("lighting", clientCallback, NULL);
BZDB.addCallback("smooth", clientCallback, NULL);
BZDB.addCallback("colorful", clientCallback, NULL);
Expand Down Expand Up @@ -185,8 +185,8 @@ void BZDBCache::clientCallback(const std::string& name, void *)
zbuffer = BZDB.isTrue("zbuffer");
else if (name == "useMeshForRadar")
useMeshForRadar = BZDB.isTrue("useMeshForRadar");
else if (name == "tesselation")
tesselation = BZDB.isTrue("tesselation");
else if (name == "tessellation")
tessellation = BZDB.isTrue("tessellation");
else if (name == "lighting")
lighting = BZDB.isTrue("lighting");
else if (name == "smooth")
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2 changes: 1 addition & 1 deletion src/geometry/MeshFragSceneNode.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@
#include "SceneRenderer.h"


// FIXME - no tesselation is done on for shot lighting
// FIXME - no tessellation is done on for shot lighting


//
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2 changes: 1 addition & 1 deletion src/geometry/MeshPolySceneNode.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
// FIXME (SceneRenderer.cxx is in src/bzflag)
#include "SceneRenderer.h"

// FIXME - no tesselation is done on for shot lighting
// FIXME - no tessellation is done on for shot lighting


//
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2 changes: 1 addition & 1 deletion src/geometry/MeshSceneNode.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@
// NOTE
//
// This type of SceneNode does not support
// tesselation or splitting of translucent
// tessellation or splitting of translucent
// nodes for improved back-to-front sorting.
//

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2 changes: 1 addition & 1 deletion src/geometry/WallSceneNode.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,7 @@ bool WallSceneNode::cull(const ViewFrustum& frustum) const
int WallSceneNode::pickLevelOfDetail(
const SceneRenderer& renderer) const
{
if (!BZDBCache::tesselation)
if (!BZDBCache::tessellation)
return 0;

int bestLOD = 0;
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