diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index d4dde12..97c5d83 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -73,7 +73,7 @@ this._glRenderTargets = {}; /** - * A reference to the canvas render target (we only need one as this can be shared accross renderers) + * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object} diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index d4dde12..97c5d83 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -73,7 +73,7 @@ this._glRenderTargets = {}; /** - * A reference to the canvas render target (we only need one as this can be shared accross renderers) + * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object} diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index ae9b845..05ae919 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -155,7 +155,7 @@ this.imageUrl = null; /** - * Wether or not the texture is a power of two, try to use power of two textures as much + * Whether or not the texture is a power of two, try to use power of two textures as much * as you can * * @private diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index d4dde12..97c5d83 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -73,7 +73,7 @@ this._glRenderTargets = {}; /** - * A reference to the canvas render target (we only need one as this can be shared accross renderers) + * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object} diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index ae9b845..05ae919 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -155,7 +155,7 @@ this.imageUrl = null; /** - * Wether or not the texture is a power of two, try to use power of two textures as much + * Whether or not the texture is a power of two, try to use power of two textures as much * as you can * * @private diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index fad6a67..6734033 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -46,7 +46,7 @@ */ constructor(baseRenderTexture, frame) { - // suport for legacy.. + // support for legacy.. let _legacyRenderer = null; if (!(baseRenderTexture instanceof BaseRenderTexture)) diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index d4dde12..97c5d83 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -73,7 +73,7 @@ this._glRenderTargets = {}; /** - * A reference to the canvas render target (we only need one as this can be shared accross renderers) + * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object} diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index ae9b845..05ae919 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -155,7 +155,7 @@ this.imageUrl = null; /** - * Wether or not the texture is a power of two, try to use power of two textures as much + * Whether or not the texture is a power of two, try to use power of two textures as much * as you can * * @private diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index fad6a67..6734033 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -46,7 +46,7 @@ */ constructor(baseRenderTexture, frame) { - // suport for legacy.. + // support for legacy.. let _legacyRenderer = null; if (!(baseRenderTexture instanceof BaseRenderTexture)) diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 5231c57..0453902 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -177,7 +177,7 @@ { this._updateID++; - // TODO this code looks confusing.. boo to abusing getters and setterss! + // TODO this code looks confusing.. boo to abusing getters and setters! if (this.noFrame) { this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height); @@ -219,7 +219,7 @@ if (destroyBase) { // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destoryed too.. + // this only needs to be removed if the base texture is actually destroyed too.. if (TextureCache[this.baseTexture.imageUrl]) { delete TextureCache[this.baseTexture.imageUrl]; @@ -362,7 +362,7 @@ /** * Helper function that creates a new Texture based on the source you provide. - * The soucre can be - frame id, image url, video url, canvae element, video element, base texture + * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index d4dde12..97c5d83 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -73,7 +73,7 @@ this._glRenderTargets = {}; /** - * A reference to the canvas render target (we only need one as this can be shared accross renderers) + * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object} diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index ae9b845..05ae919 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -155,7 +155,7 @@ this.imageUrl = null; /** - * Wether or not the texture is a power of two, try to use power of two textures as much + * Whether or not the texture is a power of two, try to use power of two textures as much * as you can * * @private diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index fad6a67..6734033 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -46,7 +46,7 @@ */ constructor(baseRenderTexture, frame) { - // suport for legacy.. + // support for legacy.. let _legacyRenderer = null; if (!(baseRenderTexture instanceof BaseRenderTexture)) diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 5231c57..0453902 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -177,7 +177,7 @@ { this._updateID++; - // TODO this code looks confusing.. boo to abusing getters and setterss! + // TODO this code looks confusing.. boo to abusing getters and setters! if (this.noFrame) { this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height); @@ -219,7 +219,7 @@ if (destroyBase) { // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destoryed too.. + // this only needs to be removed if the base texture is actually destroyed too.. if (TextureCache[this.baseTexture.imageUrl]) { delete TextureCache[this.baseTexture.imageUrl]; @@ -362,7 +362,7 @@ /** * Helper function that creates a new Texture based on the source you provide. - * The soucre can be - frame id, image url, video url, canvae element, video element, base texture + * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from diff --git a/src/core/textures/VideoBaseTexture.js b/src/core/textures/VideoBaseTexture.js index 2cbb95b..0696e10 100644 --- a/src/core/textures/VideoBaseTexture.js +++ b/src/core/textures/VideoBaseTexture.js @@ -117,7 +117,7 @@ */ _onPlayStart() { - // Just in case the video has not recieved its can play even yet.. + // Just in case the video has not received its can play even yet.. if (!this.hasLoaded) { this._onCanPlay(); diff --git a/src/core/display/DisplayObject.js b/src/core/display/DisplayObject.js index 0e37bd1..bd9ee2f 100644 --- a/src/core/display/DisplayObject.js +++ b/src/core/display/DisplayObject.js @@ -348,7 +348,7 @@ } /** - * Convenience function to set the postion, scale, skew and pivot at once. + * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position diff --git a/src/core/graphics/webgl/WebGLGraphicsData.js b/src/core/graphics/webgl/WebGLGraphicsData.js index a0f375f..a24030e 100644 --- a/src/core/graphics/webgl/WebGLGraphicsData.js +++ b/src/core/graphics/webgl/WebGLGraphicsData.js @@ -23,7 +23,7 @@ */ this.gl = gl; - // TODO does this need to be split before uploding?? + // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} diff --git a/src/core/graphics/webgl/utils/buildComplexPoly.js b/src/core/graphics/webgl/utils/buildComplexPoly.js index a1cfe1a..f1641fa 100644 --- a/src/core/graphics/webgl/utils/buildComplexPoly.js +++ b/src/core/graphics/webgl/utils/buildComplexPoly.js @@ -12,7 +12,7 @@ */ export default function buildComplexPoly(graphicsData, webGLData) { - // TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + // TODO - no need to copy this as it gets turned into a Float32Array anyways.. const points = graphicsData.points.slice(); if (points.length < 6) @@ -27,7 +27,7 @@ webGLData.alpha = graphicsData.fillAlpha; webGLData.color = hex2rgb(graphicsData.fillColor); - // calclate the bounds.. + // calculate the bounds.. let minX = Infinity; let maxX = -Infinity; diff --git a/src/core/math/Matrix.js b/src/core/math/Matrix.js index ac95a9a..e3341fe 100644 --- a/src/core/math/Matrix.js +++ b/src/core/math/Matrix.js @@ -343,7 +343,7 @@ * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. - * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ decompose(transform) { diff --git a/src/core/renderers/webgl/TextureManager.js b/src/core/renderers/webgl/TextureManager.js index f0c85f2..ba892bd 100644 --- a/src/core/renderers/webgl/TextureManager.js +++ b/src/core/renderers/webgl/TextureManager.js @@ -148,7 +148,7 @@ glTexture.enableLinearScaling(); } } - // the textur ealrady exists so we only need to update it.. + // the texture already exists so we only need to update it.. else if (isRenderTexture) { texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 20ccfee..88ebdbb 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -308,7 +308,7 @@ } /** - * This shoudl be called if you wish to do some custom rendering + * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ @@ -457,7 +457,7 @@ /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents - * needless binding of textures. For example if the texture isalready bound it will return the + * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture diff --git a/src/core/renderers/webgl/WebGLState.js b/src/core/renderers/webgl/WebGLState.js index 0749982..ba6ecc5 100755 --- a/src/core/renderers/webgl/WebGLState.js +++ b/src/core/renderers/webgl/WebGLState.js @@ -245,7 +245,7 @@ this.nativeVaoExtension.bindVertexArrayOES(null); } - // reset all attributs.. + // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state diff --git a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js index e803c40..d78a0b1 100644 --- a/src/core/renderers/webgl/filters/extractUniformsFromSrc.js +++ b/src/core/renderers/webgl/filters/extractUniformsFromSrc.js @@ -17,7 +17,7 @@ const uniforms = {}; let nameSplit; - // clean the lines a little - remove extra spaces / teabs etc + // clean the lines a little - remove extra spaces / tabs etc // then split along ';' const lines = string.replace(/\s+/g, ' ') .split(/\s*;\s*/); diff --git a/src/core/renderers/webgl/filters/filterTransforms.js b/src/core/renderers/webgl/filters/filterTransforms.js index d27d815..5fde3d3 100644 --- a/src/core/renderers/webgl/filters/filterTransforms.js +++ b/src/core/renderers/webgl/filters/filterTransforms.js @@ -7,7 +7,7 @@ * @param outputMatrix {Matrix} @alvin */ // TODO playing around here.. this is temporary - (will end up in the shader) -// thia returns a matrix that will normalise map filter cords in the filter to screen space +// this returns a matrix that will normalise map filter cords in the filter to screen space export function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 802ceb2..56bb0f6 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -111,15 +111,15 @@ sourceFrame.fit(filterData.stack[0].destinationFrame); } - // lets pplay the padding After we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. - // this should stop the strange side effects that can occour when cropping to the edges + // this should stop the strange side effects that can occur when cropping to the edges const renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); @@ -128,7 +128,7 @@ currentState.resolution = resolution; currentState.renderTarget = renderTarget; - // bind the render taget to draw the shape in the top corner.. + // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target @@ -279,7 +279,7 @@ const uniformData = filter.uniformData; const uniforms = filter.uniforms; - // 0 is reserverd for the pixi texture so we start at 1! + // 0 is reserved for the pixi texture so we start at 1! let textureCount = 1; let currentState; @@ -494,7 +494,7 @@ */ getPotRenderTarget(gl, minWidth, minHeight, resolution) { - // TODO you coud return a bigger texture if there is not one in the pool? + // TODO you could return a bigger texture if there is not one in the pool? minWidth = bitTwiddle.nextPow2(minWidth * resolution); minHeight = bitTwiddle.nextPow2(minHeight * resolution); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index 2f84e56..0286f60 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -214,7 +214,7 @@ // TOOD refactor usage of frame.. const gl = this.gl; - // make surethe texture is unbound! + // make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); diff --git a/src/core/renderers/webgl/utils/validateContext.js b/src/core/renderers/webgl/utils/validateContext.js index 401ef79..1566a06 100644 --- a/src/core/renderers/webgl/utils/validateContext.js +++ b/src/core/renderers/webgl/utils/validateContext.js @@ -2,7 +2,7 @@ { const attributes = gl.getContextAttributes(); - // this is going to be fairly simple for now.. but at least we have rom to grow! + // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ diff --git a/src/core/text/Text.js b/src/core/text/Text.js index 470d54b..79d1e15 100644 --- a/src/core/text/Text.js +++ b/src/core/text/Text.js @@ -529,7 +529,7 @@ // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); - // we need to repeat the gradient so that each invididual line of text has the same vertical gradient effect + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 totalIterations = (style.fill.length + 1) * lines.length; currentIteration = 0; @@ -731,7 +731,7 @@ style = new TextStyle(style); } - // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px + // build canvas api font setting from individual components. Convert a numeric style.fontSize to px const fontSizeString = (typeof style.fontSize === 'number') ? `${style.fontSize}px` : style.fontSize; return `${style.fontStyle} ${style.fontVariant} ${style.fontWeight} ${fontSizeString} ${style.fontFamily}`; diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index d4dde12..97c5d83 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -73,7 +73,7 @@ this._glRenderTargets = {}; /** - * A reference to the canvas render target (we only need one as this can be shared accross renderers) + * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object} diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index ae9b845..05ae919 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -155,7 +155,7 @@ this.imageUrl = null; /** - * Wether or not the texture is a power of two, try to use power of two textures as much + * Whether or not the texture is a power of two, try to use power of two textures as much * as you can * * @private diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index fad6a67..6734033 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -46,7 +46,7 @@ */ constructor(baseRenderTexture, frame) { - // suport for legacy.. + // support for legacy.. let _legacyRenderer = null; if (!(baseRenderTexture instanceof BaseRenderTexture)) diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 5231c57..0453902 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -177,7 +177,7 @@ { this._updateID++; - // TODO this code looks confusing.. boo to abusing getters and setterss! + // TODO this code looks confusing.. boo to abusing getters and setters! if (this.noFrame) { this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height); @@ -219,7 +219,7 @@ if (destroyBase) { // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destoryed too.. + // this only needs to be removed if the base texture is actually destroyed too.. if (TextureCache[this.baseTexture.imageUrl]) { delete TextureCache[this.baseTexture.imageUrl]; @@ -362,7 +362,7 @@ /** * Helper function that creates a new Texture based on the source you provide. - * The soucre can be - frame id, image url, video url, canvae element, video element, base texture + * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from diff --git a/src/core/textures/VideoBaseTexture.js b/src/core/textures/VideoBaseTexture.js index 2cbb95b..0696e10 100644 --- a/src/core/textures/VideoBaseTexture.js +++ b/src/core/textures/VideoBaseTexture.js @@ -117,7 +117,7 @@ */ _onPlayStart() { - // Just in case the video has not recieved its can play even yet.. + // Just in case the video has not received its can play even yet.. if (!this.hasLoaded) { this._onCanPlay(); diff --git a/src/interaction/InteractionManager.js b/src/interaction/InteractionManager.js index c880280..94df60e 100644 --- a/src/interaction/InteractionManager.js +++ b/src/interaction/InteractionManager.js @@ -746,7 +746,7 @@ * * @param {PIXI.Point} point - the point that is tested for collision * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the displayObject - * that will be hit test (recurcsivly crawls its children) + * that will be hit test (recursively crawls its children) * @param {Function} [func] - the function that will be called on each interactive object. The * displayObject and hit will be passed to the function * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point @@ -804,7 +804,7 @@ // ** FREE TIP **! If an object is not interactive or has no buttons in it // (such as a game scene!) set interactiveChildren to false for that displayObject. - // This will allow pixi to completly ignore and bypass checking the displayObjects children. + // This will allow pixi to completely ignore and bypass checking the displayObjects children. if (displayObject.interactiveChildren && displayObject.children) { const children = displayObject.children; @@ -813,7 +813,7 @@ { const child = children[i]; - // time to get recursive.. if this function will return if somthing is hit.. + // time to get recursive.. if this function will return if something is hit.. if (this.processInteractive(point, child, func, hitTest, interactiveParent)) { // its a good idea to check if a child has lost its parent. @@ -1006,7 +1006,7 @@ this.interactionDOMElement.style.cursor = this.cursor; } - // TODO BUG for parents ineractive object (border order issue) + // TODO BUG for parents interactive object (border order issue) } /**