evas: correct pluralization grammar in Evas_Eo.h

Test Plan:
- There are other grammatical errors, but I'm focusing this patch just
  on pluralization-related issues to ease review and make it clearer if
  I've introduced any inaccuracies.

Reviewers: cedric

Reviewed By: cedric

Subscribers: cedric, jpeg

Differential Revision: https://phab.enlightenment.org/D4784

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This commit is contained in:
Bryce Harrington 2017-04-12 14:27:37 -07:00 committed by Cedric BAIL
parent 86008fa411
commit bb1a8779db
1 changed files with 18 additions and 18 deletions

View File

@ -87,7 +87,7 @@
* @section evas_canvas3d_intro Introduction
*
* Evas 3D is an extension to support 3D scene graph rendering into 2D Evas
* canvas supporting typical tree-based scene graph manipulation and other 3D
* canvases, supporting typical tree-based scene graph manipulation and other 3D
* graphics rendering techniques.
*
* Evas 3D provides 3D objects which are used for describing 3D scene and APIs
@ -96,14 +96,14 @@
*
* Construction of a 3D scene is a process of locating desired cameras, lights and
* meshes in the scene. Typically the scene is structured with some hierarchical
* data structure. Evas 3D support n-ary tree structure for describing the
* data structure. Evas 3D supports n-ary tree structures for describing the
* scene. Node is used to build the tree representation of the scene. Other
* objects, like camera, light and mesh can be located in the scene by being
* contained in a node.
*
* Like other 3D graphics engines, Evas 3D support standard 3D rendering method
* Like other 3D graphics engines, Evas 3D supports standard 3D rendering methods
* like flat shading, phong shading and normal map and other features like
* texture mapping, triangle meshes.
* texture mapping and triangle meshes.
*
* Besides all the traditional 3D rendering things, one of the key features of
* the Evas 3D is that it is able to use existing evas objects as textures
@ -112,7 +112,7 @@
* application without modifying the original source that much.
*
* Also, 3D scene can be located on the canvas naturally stacked with existing
* evas objects. This can make it possible putting 3D things into existing 2D
* evas objects. This can make it possible to put 3D things into existing 2D
* application layouts.
*
* @section evas_canvas3d_example Introductory Example
@ -131,14 +131,14 @@
* @defgroup Evas_Canvas3D_Object Generic 3D Object Descriptions
* @ingroup Evas_3D
*
* Evas 3D object is a generic type of all evas 3D objects like scene, node,
* camera, light, mesh, texture and material. Evas 3D object is basically
* reference counted. Any successful function call on an object which make a
* reference to an another object will increase the reference count. When the
* Evas 3D object is a generic type of all evas 3D objects like scenes, nodes,
* cameras, lights, meshes, textures and materials. Evas 3D object is basically
* reference counted. Any successful function call on an object which makes a
* reference to another object will increase the reference count. When the
* reference count gets to 0, the object will be actually deleted.
*
* Any modifications are automatically propagated to other objects referencing
* the modified objects. As a result, if the scene object is set to modified
* the modified objects. As a result, if the scene object is set to a modified
* state, all image objects having the scene as a rendering source are marked
* as dirty, so that rendering will be updated at next frame. But all these
* things are done internally, so feel free to forget about calling some kind
@ -159,9 +159,9 @@
* @ingroup Evas_3D
*
* A node is used for hierarchical construction of a scene graph. Evas 3D
* provides n-ary tree structure for the scene graph construction. A node has
* its position, orientation and scale. Other objects, like camera, light and
* mesh can be contained in a node to be located in a 3D space.
* provides n-ary tree structures for the scene graph construction. A node has
* its position, orientation and scale. Other objects, like cameras, lights and
* meshes can be contained in a node to be located in a 3D space.
*/
/**
@ -187,7 +187,7 @@
*
* A light object represents a set of properties of a light source. Evas 3D
* provides standard reflection model that of ambient, diffuse and specular
* reflection model. Also, Evas 3D support 3 types of light model, directional,
* reflection model. Also, Evas 3D support 3 types of light models: directional,
* point and spot light. Light position and direction is determined by the node
* containing the light.
*/
@ -197,14 +197,14 @@
* @ingroup Evas_3D
*
* A mesh object is a set of information on a visible geometrical object like
* character model, terrain or other structures and entities. Evas 3D support
* character models, terrains or other structures and entities. Evas 3D supports
* key-frame-based mesh animation, so a mesh can have multiple frames and each
* frame has its own material and geometric data. Like other data objects, a
* mesh can be located on a scene by being contained in a node. The mesh is
* transformed from its modeling coordinate space into the node's coordinate
* space. Also, the frame number is saved in the containing node. So, one can
* locate multiple nodes having same mesh object with different animation frame
* and transform. Unlike camera and light object, multiple meshes can be
* locate multiple nodes having same mesh object with different animation frames
* and transforms. Unlike camera and light objects, multiple meshes can be
* contained in a single node.
*/
@ -233,7 +233,7 @@
*
* A material object represents properties of surfaces. Evas 3D defines the
* properties with 5 material attributes, ambient, diffuse, specular emission
* and normal. Each attribute have its color value and texture map. Materials
* and normal. Each attribute has its own color value and texture map. Materials
* are used to determine the color of mesh surfaces.
*/