cedric pushed a commit to branch master. http://git.enlightenment.org/core/efl.git/commit/?id=bb1a8779dbff0aa059f482c89104ff4f07556508
commit bb1a8779dbff0aa059f482c89104ff4f07556508 Author: Bryce Harrington <[email protected]> Date: Wed Apr 12 14:27:37 2017 -0700 evas: correct pluralization grammar in Evas_Eo.h Test Plan: - There are other grammatical errors, but I'm focusing this patch just on pluralization-related issues to ease review and make it clearer if I've introduced any inaccuracies. Reviewers: cedric Reviewed By: cedric Subscribers: cedric, jpeg Differential Revision: https://phab.enlightenment.org/D4784 Signed-off-by: Cedric BAIL <[email protected]> --- src/lib/evas/Evas_Eo.h | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/src/lib/evas/Evas_Eo.h b/src/lib/evas/Evas_Eo.h index 4dd20e8..02062c4 100644 --- a/src/lib/evas/Evas_Eo.h +++ b/src/lib/evas/Evas_Eo.h @@ -87,7 +87,7 @@ * @section evas_canvas3d_intro Introduction * * Evas 3D is an extension to support 3D scene graph rendering into 2D Evas - * canvas supporting typical tree-based scene graph manipulation and other 3D + * canvases, supporting typical tree-based scene graph manipulation and other 3D * graphics rendering techniques. * * Evas 3D provides 3D objects which are used for describing 3D scene and APIs @@ -96,14 +96,14 @@ * * Construction of a 3D scene is a process of locating desired cameras, lights and * meshes in the scene. Typically the scene is structured with some hierarchical - * data structure. Evas 3D support n-ary tree structure for describing the + * data structure. Evas 3D supports n-ary tree structures for describing the * scene. Node is used to build the tree representation of the scene. Other * objects, like camera, light and mesh can be located in the scene by being * contained in a node. * - * Like other 3D graphics engines, Evas 3D support standard 3D rendering method + * Like other 3D graphics engines, Evas 3D supports standard 3D rendering methods * like flat shading, phong shading and normal map and other features like - * texture mapping, triangle meshes. + * texture mapping and triangle meshes. * * Besides all the traditional 3D rendering things, one of the key features of * the Evas 3D is that it is able to use existing evas objects as textures @@ -112,7 +112,7 @@ * application without modifying the original source that much. * * Also, 3D scene can be located on the canvas naturally stacked with existing - * evas objects. This can make it possible putting 3D things into existing 2D + * evas objects. This can make it possible to put 3D things into existing 2D * application layouts. * * @section evas_canvas3d_example Introductory Example @@ -131,14 +131,14 @@ * @defgroup Evas_Canvas3D_Object Generic 3D Object Descriptions * @ingroup Evas_3D * - * Evas 3D object is a generic type of all evas 3D objects like scene, node, - * camera, light, mesh, texture and material. Evas 3D object is basically - * reference counted. Any successful function call on an object which make a - * reference to an another object will increase the reference count. When the + * Evas 3D object is a generic type of all evas 3D objects like scenes, nodes, + * cameras, lights, meshes, textures and materials. Evas 3D object is basically + * reference counted. Any successful function call on an object which makes a + * reference to another object will increase the reference count. When the * reference count gets to 0, the object will be actually deleted. * * Any modifications are automatically propagated to other objects referencing - * the modified objects. As a result, if the scene object is set to modified + * the modified objects. As a result, if the scene object is set to a modified * state, all image objects having the scene as a rendering source are marked * as dirty, so that rendering will be updated at next frame. But all these * things are done internally, so feel free to forget about calling some kind @@ -159,9 +159,9 @@ * @ingroup Evas_3D * * A node is used for hierarchical construction of a scene graph. Evas 3D - * provides n-ary tree structure for the scene graph construction. A node has - * its position, orientation and scale. Other objects, like camera, light and - * mesh can be contained in a node to be located in a 3D space. + * provides n-ary tree structures for the scene graph construction. A node has + * its position, orientation and scale. Other objects, like cameras, lights and + * meshes can be contained in a node to be located in a 3D space. */ /** @@ -187,7 +187,7 @@ * * A light object represents a set of properties of a light source. Evas 3D * provides standard reflection model that of ambient, diffuse and specular - * reflection model. Also, Evas 3D support 3 types of light model, directional, + * reflection model. Also, Evas 3D support 3 types of light models: directional, * point and spot light. Light position and direction is determined by the node * containing the light. */ @@ -197,14 +197,14 @@ * @ingroup Evas_3D * * A mesh object is a set of information on a visible geometrical object like - * character model, terrain or other structures and entities. Evas 3D support + * character models, terrains or other structures and entities. Evas 3D supports * key-frame-based mesh animation, so a mesh can have multiple frames and each * frame has its own material and geometric data. Like other data objects, a * mesh can be located on a scene by being contained in a node. The mesh is * transformed from its modeling coordinate space into the node's coordinate * space. Also, the frame number is saved in the containing node. So, one can - * locate multiple nodes having same mesh object with different animation frame - * and transform. Unlike camera and light object, multiple meshes can be + * locate multiple nodes having same mesh object with different animation frames + * and transforms. Unlike camera and light objects, multiple meshes can be * contained in a single node. */ @@ -233,7 +233,7 @@ * * A material object represents properties of surfaces. Evas 3D defines the * properties with 5 material attributes, ambient, diffuse, specular emission - * and normal. Each attribute have its color value and texture map. Materials + * and normal. Each attribute has its own color value and texture map. Materials * are used to determine the color of mesh surfaces. */ --
