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Fix typos

David Catuhe 8 년 전
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57275f4acf
4개의 변경된 파일11285개의 추가작업 그리고 11285개의 파일을 삭제
  1. 5641 5641
      dist/preview release/babylon.d.ts
  2. 5641 5641
      dist/preview release/babylon.module.d.ts
  3. 3 3
      src/Mesh/babylon.abstractMesh.ts
  4. BIN
      tests/validation/ReferenceImages/SpaceDeK.png

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 5641 - 5641
dist/preview release/babylon.d.ts


파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 5641 - 5641
dist/preview release/babylon.module.d.ts


+ 3 - 3
src/Mesh/babylon.abstractMesh.ts

@@ -8,7 +8,7 @@
         private static _BILLBOARDMODE_ALL = 7;
 
         public static OCCLUSION_TYPE_NONE = 0;
-        public static OCCLUSION_TYPE_OPTIMISITC = 1;
+        public static OCCLUSION_TYPE_OPTIMISTIC = 1;
         public static OCCLUSION_TYPE_STRICT = 2;
         public static OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
         public static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
@@ -145,7 +145,7 @@
 
         * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
 
-        * OCCLUSION_TYPE_OPTIMISITC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
+        * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
 
             * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
          */
@@ -2340,7 +2340,7 @@
 
                         // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
                         // if strict continue the last state of the object.
-                        this._isOccluded = this.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISITC ? false : this._isOccluded;
+                        this._isOccluded = this.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : this._isOccluded;
                     }
                     else {
                         return;

BIN
tests/validation/ReferenceImages/SpaceDeK.png