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