Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
44:2432c218f191
Parent:
43:1dd4cfc30788
Child:
47:199042980678
--- a/WrapperFunctions.cpp	Mon Oct 21 11:26:48 2013 +0000
+++ b/WrapperFunctions.cpp	Wed Oct 30 02:50:58 2013 +0000
@@ -126,7 +126,7 @@
     V3 v(x, y, z);
     vertex(v); // why I cannot do: vertex(V3(x, y, z)) ? because vertex(V3& _v3) needs a REFERENCE to an object that has larger scope that this method itself!
 }
-
+  
 void vertexArray(vector<V3>& _vertexArray) {
     for (int i=0; i<_vertexArray.size(); i++) {
         vertex(_vertexArray[i]);
@@ -135,7 +135,7 @@
 
 void end()   // add the object to the current scene (we could add to a specific scene in the future...)
 {
-// note: the current object pointerd by ptr_newObject can be BaseObject or any child class. This is not a problem as long as the methods applied to the
+// note: the current object pointed by ptr_newObject can be BaseObject or any child class. This is not a problem as long as the methods applied to the
 // scene vector array don't use child methods (then we can do a dynamic cast before including in the array: pb = dynamic_cast<CBase*>(&d); ). IF we want
 // the scene class to be able to use child methods, then we need to make BaseObject polymorphic, by declaring all usable methods VIRTUAL.
     scene.addCurrentObject(); // add the currently tracked object to the vector array