diff --git a/README.md b/README.md index e53df151..c399e901 100644 --- a/README.md +++ b/README.md @@ -34,7 +34,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff **Lighting Engine by Wiseguy** -- Lighting Engine is available on a separate branch ([base/lighting-engine-wip](https://github.com/Reonu/HackerSM64/tree/base/lighting-engine-wip)). Instructions on how to use it are in the readme of that branch. +- Lighting Engine is available on a separate branch ([base/lighting-engine](https://github.com/Reonu/HackerSM64/tree/base/lighting-engine)). Instructions on how to use it are in the readme of that branch. - Alternatively, the main repo has `Puppylights` available, which is a more lightweight, but limited lighting library intended to be used to modify existing light properties. You can look at `puppylights.c` to find out how to use it. **Puppycam** diff --git a/src/engine/math_util.c b/src/engine/math_util.c index d21ce114..e7fd2f31 100644 --- a/src/engine/math_util.c +++ b/src/engine/math_util.c @@ -100,7 +100,7 @@ void min_max_3f(f32 a, f32 b, f32 c, f32 *min, f32 *max) { min_max_3_func(a, b, void min_max_3i(s32 a, s32 b, s32 c, s32 *min, s32 *max) { min_max_3_func(a, b, c, min, max); } void min_max_3s(s16 a, s16 b, s16 c, s16 *min, s16 *max) { min_max_3_func(a, b, c, min, max); } -/// Copy vector 'src' to 'dest' +/// Perform a bitwise copy from vector 'src' to 'dest' #define vec3_copy_bits(destFmt, dest, srcFmt, src) { \ register destFmt x = ((srcFmt *) src)[0]; \ register destFmt y = ((srcFmt *) src)[1]; \ @@ -255,7 +255,7 @@ void vec3s_prod(Vec3s dest, const Vec3s a, const Vec3s b) { vec3_prod_func(s16, #undef vec3_prod_func -/// Add vector 'a' to 'dest' +/// Performs element-wise division of two 3-vectors #define vec3_div_func(fmt, dest, a) { \ register fmt x = ((fmt *) a)[0]; \ register fmt y = ((fmt *) a)[1]; \ @@ -269,7 +269,7 @@ void vec3i_div(Vec3i dest, const Vec3i a) { vec3_div_func(s32, dest, a); } void vec3s_div(Vec3s dest, const Vec3s a) { vec3_div_func(s16, dest, a); } #undef vec3_div_func -/// Make 'dest' the sum of vectors a and b. +/// Make 'dest' the quotient of vectors a and b. #define vec3_quot_func(fmt, dest, a, b) { \ register fmt x1 = ((fmt *) a)[0]; \ register fmt y1 = ((fmt *) a)[1]; \