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authorAlastair Tse <liquidx@gentoo.org>2003-12-09 16:17:57 +0000
committerAlastair Tse <liquidx@gentoo.org>2003-12-09 16:17:57 +0000
commit41a31d35d075ec9b2f619339d8f6ae2d1da7b468 (patch)
treeaa73893648975301d16e6475111f994abe3d40ab /dev-games
parentfix utf8 characters in metadata.xml (diff)
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make metadata.xml xml compliant by removing ampersands
Diffstat (limited to 'dev-games')
-rw-r--r--dev-games/ogre/metadata.xml10
1 files changed, 5 insertions, 5 deletions
diff --git a/dev-games/ogre/metadata.xml b/dev-games/ogre/metadata.xml
index 0d040d6d0bf3..decaa8a76569 100644
--- a/dev-games/ogre/metadata.xml
+++ b/dev-games/ogre/metadata.xml
@@ -18,9 +18,9 @@ Productivity features
* Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation e.g. Direct3D/OpenGL/Glide etc.
* Extensible example framework makes getting your application running is quick and simple
* Common requirements like render state management, hierarchical culling, dealing with transparency are done for you automatically saving you valuable time
- * Clean, uncluttered design and full documentation of all engine classes
+ * Clean, uncluttered design and full documentation of all engine classes
-Platform & 3D API support
+Platform and 3D API support
* Direct3D and OpenGL support
* Windows (all major versions), Linux and Mac OSX support
@@ -34,7 +34,7 @@ Material / Shader support
* Unbounded number of texture layers with many texture blending effects, animated textures
* Multitexturing hardware used to best effect automatically, combined with automatic fallback to mulitpass rendering
* Object transparency and other scene-level blending effects
- * All defineable through text scripts to allow you to set up & tweak advanced materials without recompiling
+ * All defineable through text scripts to allow you to set up and tweak advanced materials without recompiling
Meshes
@@ -57,7 +57,7 @@ Special Effects
* Particle Systems, including easily extensible emitters and affectors (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance
* Support for skyboxes, skyplanes and skydomes, very easy to use
* Billboarding for sprite graphics
- * Transparent objects automatically managed (rendering order & depth buffer settings all set up for you)
+ * Transparent objects automatically managed (rendering order and depth buffer settings all set up for you)
Misc features
@@ -65,7 +65,7 @@ Misc features
* Flexible plugin architecture allows engine to be extended without recompilation
* 'Controllers' allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left
* Debugging memory manager for identifying memory leaks
- * ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision & physics
+ * ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision and physics
* XMLConverter to convert efficient runtime binary formats to/from XML for interchange or editing
Exporters