diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index 8a248b5..8b62323 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -10,7 +10,7 @@ /** * The current WebGL drawing context - * + * * @member {WebGLRenderingContext} */ this.gl = gl; @@ -18,24 +18,24 @@ //TODO does this need to be split before uploding?? /** * An array of color components (r,g,b) - * @member {Array} + * @member {Array} */ this.color = [0,0,0]; // color split! /** * An array of points to draw - * @member {Array} + * @member {Array} */ this.points = []; /** * The indices of the vertices - * @member {Array} + * @member {Array} */ this.indices = []; /** * The main buffer - * @member {WebGLBuffer} + * @member {WebGLBuffer} */ this.buffer = gl.createBuffer(); @@ -47,7 +47,7 @@ /** * todo @alvin - * @member {number} + * @member {number} */ this.mode = 1; @@ -59,7 +59,7 @@ /** * Whether this graphics is dirty or not - * @member {boolean} + * @member {boolean} */ this.dirty = true; } @@ -87,10 +87,10 @@ gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer); gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW); - this.glIndicies = new Uint16Array(this.indices); + this.glIndices = new Uint16Array(this.indices); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndices, gl.STATIC_DRAW); this.dirty = false; }; diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index 8a248b5..8b62323 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -10,7 +10,7 @@ /** * The current WebGL drawing context - * + * * @member {WebGLRenderingContext} */ this.gl = gl; @@ -18,24 +18,24 @@ //TODO does this need to be split before uploding?? /** * An array of color components (r,g,b) - * @member {Array} + * @member {Array} */ this.color = [0,0,0]; // color split! /** * An array of points to draw - * @member {Array} + * @member {Array} */ this.points = []; /** * The indices of the vertices - * @member {Array} + * @member {Array} */ this.indices = []; /** * The main buffer - * @member {WebGLBuffer} + * @member {WebGLBuffer} */ this.buffer = gl.createBuffer(); @@ -47,7 +47,7 @@ /** * todo @alvin - * @member {number} + * @member {number} */ this.mode = 1; @@ -59,7 +59,7 @@ /** * Whether this graphics is dirty or not - * @member {boolean} + * @member {boolean} */ this.dirty = true; } @@ -87,10 +87,10 @@ gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer); gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW); - this.glIndicies = new Uint16Array(this.indices); + this.glIndices = new Uint16Array(this.indices); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndices, gl.STATIC_DRAW); this.dirty = false; }; diff --git a/src/core/particles/webgl/ParticleRenderer.js b/src/core/particles/webgl/ParticleRenderer.js index 8b78bc4..0a244b8 100644 --- a/src/core/particles/webgl/ParticleRenderer.js +++ b/src/core/particles/webgl/ParticleRenderer.js @@ -102,7 +102,7 @@ attribute:this.shader.attributes.aVertexPosition, dynamic:false, size:2, - uploadFunction:this.uploadVerticies, + uploadFunction:this.uploadVertices, offset:0 }, // positionData @@ -283,7 +283,7 @@ * @param stride {number} * @param offset {number} */ -ParticleRenderer.prototype.uploadVerticies = function (children, startIndex, amount, array, stride, offset) +ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { var sprite, texture, diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index 8a248b5..8b62323 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -10,7 +10,7 @@ /** * The current WebGL drawing context - * + * * @member {WebGLRenderingContext} */ this.gl = gl; @@ -18,24 +18,24 @@ //TODO does this need to be split before uploding?? /** * An array of color components (r,g,b) - * @member {Array} + * @member {Array} */ this.color = [0,0,0]; // color split! /** * An array of points to draw - * @member {Array} + * @member {Array} */ this.points = []; /** * The indices of the vertices - * @member {Array} + * @member {Array} */ this.indices = []; /** * The main buffer - * @member {WebGLBuffer} + * @member {WebGLBuffer} */ this.buffer = gl.createBuffer(); @@ -47,7 +47,7 @@ /** * todo @alvin - * @member {number} + * @member {number} */ this.mode = 1; @@ -59,7 +59,7 @@ /** * Whether this graphics is dirty or not - * @member {boolean} + * @member {boolean} */ this.dirty = true; } @@ -87,10 +87,10 @@ gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer); gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW); - this.glIndicies = new Uint16Array(this.indices); + this.glIndices = new Uint16Array(this.indices); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndices, gl.STATIC_DRAW); this.dirty = false; }; diff --git a/src/core/particles/webgl/ParticleRenderer.js b/src/core/particles/webgl/ParticleRenderer.js index 8b78bc4..0a244b8 100644 --- a/src/core/particles/webgl/ParticleRenderer.js +++ b/src/core/particles/webgl/ParticleRenderer.js @@ -102,7 +102,7 @@ attribute:this.shader.attributes.aVertexPosition, dynamic:false, size:2, - uploadFunction:this.uploadVerticies, + uploadFunction:this.uploadVertices, offset:0 }, // positionData @@ -283,7 +283,7 @@ * @param stride {number} * @param offset {number} */ -ParticleRenderer.prototype.uploadVerticies = function (children, startIndex, amount, array, stride, offset) +ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { var sprite, texture, diff --git a/src/extras/mesh/Mesh.js b/src/extras/mesh/Mesh.js index 4a84ee8..b2fda5d 100644 --- a/src/extras/mesh/Mesh.js +++ b/src/extras/mesh/Mesh.js @@ -10,7 +10,7 @@ * @param height {number} the height * */ -function Mesh(texture, vertices, uvs, indecies, drawMode) +function Mesh(texture, vertices, uvs, indices, drawMode) { core.Container.call(this); @@ -45,7 +45,7 @@ * @member {Uint16Array} An array containing the indices of the vertices */ // TODO auto generate this based on draw mode! - this.indices = indecies || new Uint16Array([0, 1, 2, 3]); + this.indices = indices || new Uint16Array([0, 1, 2, 3]); /** * Whether the Mesh is dirty or not