diff --git a/code/nel/include/nel/3d/vegetable.h b/code/nel/include/nel/3d/vegetable.h index 10a426e6c..7dac72f4b 100644 --- a/code/nel/include/nel/3d/vegetable.h +++ b/code/nel/include/nel/3d/vegetable.h @@ -51,7 +51,7 @@ public: public: /// Name of the shape to use. std::string ShapeName; - /// Density== Number of instance to create / m˛. + /// Density== Number of instance to create / m^2. NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create. /// the maximum density computed. if <0, no maximum. -1 by default. float MaxDensity; diff --git a/code/nel/src/3d/tessellation.cpp b/code/nel/src/3d/tessellation.cpp index b9b31af6e..2b9dd2570 100644 --- a/code/nel/src/3d/tessellation.cpp +++ b/code/nel/src/3d/tessellation.cpp @@ -276,7 +276,7 @@ void CTessFace::updateErrorMetric() ErrorMetric= Size/ sqrdist; - // Hoppe97 formula: k˛= a˛ * ("v-e"˛ - ((v-e).n)˛) / "v-e"^4. + // Hoppe97 formula: k^2= a^2 * ("v-e"^2 - ((v-e).n)^2) / "v-e"^4. //----------------- // Can't do it because geomorph is made on Graphic card, so the simplier is the better. diff --git a/code/nel/src/3d/track_sampled_quat.cpp b/code/nel/src/3d/track_sampled_quat.cpp index f4f4049b6..728e13a44 100644 --- a/code/nel/src/3d/track_sampled_quat.cpp +++ b/code/nel/src/3d/track_sampled_quat.cpp @@ -44,7 +44,7 @@ void CQuatPack::pack(const CQuat &quat) /* This is the most precise/faster compression we can have. Some other tries have been made. - - deducing w from x,y,z is possible with w= 1-sqrt(x˛+y˛+z˛) (with tradeoff of the W sign) + - deducing w from x,y,z is possible with w= 1-sqrt(x^2+y^2+z^2) (with tradeoff of the W sign) but very not precise. - Transform the quaternion to an AxisAngle is possible, but slower (some cos/sin or LUT). Axis is encoded with sint16, and angle is encoded with uint16. diff --git a/code/nel/src/3d/water_shape.cpp b/code/nel/src/3d/water_shape.cpp index a4903bc26..6c2b90204 100644 --- a/code/nel/src/3d/water_shape.cpp +++ b/code/nel/src/3d/water_shape.cpp @@ -52,7 +52,7 @@ static const char *WaterVPNoWave = MUL R3, v[0], c[7]; #compute bump 1 uv's \n\ ADD o[TEX1], R3, c[8]; \n\ ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\ - DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)˛ \n\ + DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\ RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\ MUL R0, R0, R1; \n\ DP3 R1.x, R0.xyww, R0.xyww; \n\ @@ -73,7 +73,7 @@ ADD o[TEX0], R3, c[6]; \n\ MUL R3, v[0], c[7]; #compute bump 1 uv's \n\ ADD o[TEX1], R3, c[8]; \n\ ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\ -DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)˛ \n\ +DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\ RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\ MUL R0, R0, R1; \n\ MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\ @@ -103,7 +103,7 @@ END"; static const char *WaterVPStartCode = "!!VP1.0\n\ ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\ - DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)˛ \n\ + DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\ MAX R2, R2, c[16]; # avoid imprecision around 0 \n\ RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\ RCP R3, R2.x; \n\ diff --git a/code/nel/src/pacs/edge_collide.cpp b/code/nel/src/pacs/edge_collide.cpp index e8f415b29..5794e2c69 100644 --- a/code/nel/src/pacs/edge_collide.cpp +++ b/code/nel/src/pacs/edge_collide.cpp @@ -185,7 +185,7 @@ CRational64 CEdgeCollide::testPointMove(const CVector2f &start, const CVector2f // *************************************************************************** static inline float testCirclePoint(const CVector2f &start, const CVector2f &delta, float radius, const CVector2f &point) { - // factors of the qaudratic: at˛ + bt + c=0 + // factors of the qaudratic: at^2 + bt + c=0 float a,b,c; float dta; float r0, r1, res; @@ -212,7 +212,7 @@ static inline float testCirclePoint(const CVector2f &start, const CVector2f &de b= 2* (relC.x*relV.x + relC.y*relV.y); c= relC.x*relC.x + relC.y*relC.y - radius*radius; // compute delta of the quadratic. - dta= b*b - 4*a*c; // b˛-4ac + dta= b*b - 4*a*c; // b^2-4ac if(dta>=0) { dta= (float)sqrt(dta); @@ -389,7 +389,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const // compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1]. // =========================== tmp= q1 - q0; // NB: along time, the direction doesn't change. - // Divide by norm()˛, so that a projection on this edge is true if the proj is in interval [0,1]. + // Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1]. tmp/= tmp.sqrnorm(); a= tmp.x; b= tmp.y; @@ -401,7 +401,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const // compute D2 line equation of P0P1. ex - dy + f=0. // =========================== tmp= P1 - P0; - // Divide by norm()˛, so that a projection on this edge is true if the proj is in interval [0,1]. + // Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1]. tmp/= tmp.sqrnorm(); d= tmp.x; e= tmp.y; diff --git a/code/nel/src/pacs/global_retriever.cpp b/code/nel/src/pacs/global_retriever.cpp index f65d91100..a2a12226b 100644 --- a/code/nel/src/pacs/global_retriever.cpp +++ b/code/nel/src/pacs/global_retriever.cpp @@ -1525,7 +1525,7 @@ void NLPACS::CGlobalRetriever::testCollisionWithCollisionChains(CCollisionSurfac nlassert(collidedSurface.RetrieverInstanceId < (sint)_Instances.size()); // insert or replace this collision in collisionDescs. - // NB: yes this looks like a N algorithm (so N˛). But not so many collisions may arise, so don't bother. + // NB: yes this looks like a N algorithm (so N^2). But not so many collisions may arise, so don't bother. sint indexInsert= cst.CollisionDescs.size(); sint colFound= -1; diff --git a/code/nel/src/pacs/primitive_world_image.cpp b/code/nel/src/pacs/primitive_world_image.cpp index e9fca3677..4a6f8b4d3 100644 --- a/code/nel/src/pacs/primitive_world_image.cpp +++ b/code/nel/src/pacs/primitive_world_image.cpp @@ -576,19 +576,19 @@ bool CPrimitiveWorldImage::evalCollisionPoverOC (CPrimitiveWorldImage& other, CC * p'(t) = p'0 + v'0*(t - t'0) * * Find t for this equation: - * R˛ = Norm˛ (p(t) - p'(t)) - * R˛ = Norm˛ ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) ) + * R^2 = Norm^2 (p(t) - p'(t)) + * R^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) ) * * A = p0 - v0*t0 - p'0 + v'0*t'0 * B = (v0 - v'0) * - * Norm˛ (B)*t˛ + 2*(A.B)*t + Norm˛ (A) - R˛ = 0 + * Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - R^2 = 0 * - * a = Norm˛ (B) + * a = Norm^2 (B) * b = 2*(A.B) - * c = Norm˛ (A) - R˛ + * c = Norm^2 (A) - R^2 * - * a*t˛ + b*t + c = 0 + * a*t^2 + b*t + c = 0 */ // Let's go @@ -784,19 +784,19 @@ bool CPrimitiveWorldImage::evalCollisionOCoverOC (CPrimitiveWorldImage& other, C * p'(t) = p'0 + v'0*(t - t'0) * * Find t for this equation: - * (R + R')˛ = Norm˛ (p(t) - p'(t)) - * (R + R')˛ = Norm˛ ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) ) + * (R + R')^2 = Norm^2 (p(t) - p'(t)) + * (R + R')^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) ) * * A = p0 - v0*t0 - p'0 + v'0*t'0 * B = (v0 - v'0) * - * Norm˛ (B)*t˛ + 2*(A.B)*t + Norm˛ (A) - (R + R')˛ = 0 + * Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - (R + R')^2 = 0 * - * a = Norm˛ (B) + * a = Norm^2 (B) * b = 2*(A.B) - * c = Norm˛ (A) - (R + R')˛ + * c = Norm^2 (A) - (R + R')^2 * - * a*t˛ + b*t + c = 0 + * a*t^2 + b*t + c = 0 */ // Let's go diff --git a/code/ryzom/common/src/game_share/action_generic_multi_part.h b/code/ryzom/common/src/game_share/action_generic_multi_part.h index e5038fafb..c9a25c545 100644 --- a/code/ryzom/common/src/game_share/action_generic_multi_part.h +++ b/code/ryzom/common/src/game_share/action_generic_multi_part.h @@ -51,7 +51,7 @@ public: uint32 size; message.serial(size); -// The following test removed by Sadge because it appears to be pointless and prevents ˛ testing to continue as required +// The following test removed by Sadge because it appears to be pointless and prevents ^2 testing to continue as required // if ( size > 512 ) // { // throw NLMISC::EInvalidDataStream();