Fix typos and spelling.
This commit is contained in:
committed by
Robert Osfield
parent
c3008512f1
commit
02c310982e
@@ -5,7 +5,7 @@
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android:versionCode="1"
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android:versionName="1.0">
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<uses-sdk android:targetSdkVersion="8" android:minSdkVersion="8"></uses-sdk>
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<uses-feature android:glEsVersion="0x00010001"/> <!-- OpenGL min requierements (1.1) -->
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<uses-feature android:glEsVersion="0x00010001"/> <!-- OpenGL min requirements (1.1) -->
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<uses-permission android:name="android.permission.INTERNET"/>
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<application android:label="@string/app_name" android:icon="@drawable/osg">
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@@ -5,7 +5,7 @@
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android:versionCode="1"
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android:versionName="1.0">
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<uses-sdk android:targetSdkVersion="8" android:minSdkVersion="8"></uses-sdk>
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<uses-feature android:glEsVersion="0x00020000"/> <!-- OpenGL min requierements (2.0) -->
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<uses-feature android:glEsVersion="0x00020000"/> <!-- OpenGL min requirements (2.0) -->
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<uses-permission android:name="android.permission.INTERNET"/>
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<application android:label="@string/app_name" android:icon="@drawable/osg">
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@@ -84,7 +84,7 @@ struct MyRigTransformHardware : public osgAnimation::RigTransformHardware
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CommonProgram = new osg::Program;
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CommonProgram->setName("HardwareSkinning");
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//set default source if _shader is not user setted
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//set default source if _shader is not user set
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if (!vertexshader.valid())
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{
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vertexshader = osgDB::readRefShaderFile(osg::Shader::VERTEX,"skinning.vert");
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@@ -245,7 +245,7 @@ int main( int argc, char **argv )
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traits->depth = src_traits->depth;
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traits->pbuffer = true;
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} else {
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//viewer would use fullscreen size (unknown here) pbuffer will use 4096 x4096 (or best avaiable)
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//viewer would use fullscreen size (unknown here) pbuffer will use 4096 x4096 (or best available)
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traits->width = 1 << 12;
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traits->height = 1 << 12;
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traits->pbuffer = true;
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@@ -509,7 +509,7 @@ int main( int argc, char **argv )
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occurred when parsing the program aguments.
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// report any errors if they have occurred when parsing the program arguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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@@ -91,7 +91,7 @@ private:
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bool createMap(MapMode mapMode, bool first=false);
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/*!
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Creates a two dimensional noise map and initalizes _noiseMap with it
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Creates a two dimensional noise map and initializes _noiseMap with it
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*/
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bool createNoiseMap();
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@@ -34,7 +34,7 @@ class DePeePass
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DePeePass();
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/*!
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Desctructor cleans the whole depth peeling pass
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Destructor cleans the whole depth peeling pass
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*/
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~DePeePass();
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@@ -381,7 +381,7 @@ AppState::AppState(osgViewer::Viewer* viewer_)
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textProjection = new Projection;
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textProjection->setMatrix(Matrix::ortho2D(0,1280,0,1024));
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textProjection->addChild(textGeode);
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// "texture not available" text displayed when the user trys to
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// "texture not available" text displayed when the user tries to
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// display the depth texture while multisampling.
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osgText::Text* noCanDo = new osgText::Text;
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noCanDo->setFont(fontName);
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@@ -74,7 +74,7 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options]");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("-i <filename>","Input scene (or presentation) filename.");
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arguments.getApplicationUsage()->addCommandLineOption("-o <filename>","Base ouput filename of the images, recommended to use something like Images/image.png");
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arguments.getApplicationUsage()->addCommandLineOption("-o <filename>","Base output filename of the images, recommended to use something like Images/image.png");
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arguments.getApplicationUsage()->addCommandLineOption("--cs <filename>","Load pre-generated configuration file for run.");
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arguments.getApplicationUsage()->addCommandLineOption("--ouput-cs <filename>","Output configuration file with settings provided on commandline.");
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arguments.getApplicationUsage()->addCommandLineOption("-p <filename>","Use specificied camera path file to control camera position.");
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@@ -96,7 +96,7 @@ int main(int argc, char *argv[])
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates ping pong rendering with FBOs and mutliple rendering branches. It uses Conway's Game of Life to illustrate the concept.");
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates ping pong rendering with FBOs and multiple rendering branches. It uses Conway's Game of Life to illustrate the concept.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] --startim start_image");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("--startim","The initial image to seed the game of life with.");
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@@ -124,7 +124,7 @@
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but if Robert will accept its current implementations ( I mean - primitive
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sets that have osg::TextureBuffer in constructor ), I may add it to
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osg/include/PrimitiveSet header.
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- I used BufferTemplate class writen and published by Aurelien in submission forum
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- I used BufferTemplate class written and published by Aurelien in submission forum
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some time ago. For some reason this class never got into osg/include, but is
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really needed during creation of UBOs, TBOs, and possibly SSBOs in the future.
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I added std::vector specialization to that template class.
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@@ -1145,7 +1145,7 @@ osg::Group* createAirplane( float detailRatio, const osg::Vec4& hullColor, const
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return root.release();
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}
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// createStaticRendering() shows how to use any OSG graph ( wheter it is single osg::Geode, or sophisticated osg::PagedLOD tree covering whole earth )
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// createStaticRendering() shows how to use any OSG graph ( whether it is single osg::Geode, or sophisticated osg::PagedLOD tree covering whole earth )
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// as a source of instance data. This way, the OSG graph of arbitrary size is at first culled using typical OSG mechanisms, then remaining osg::Geometries
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// are sent to cull shader ( cullProgram ). Cull shader does not draw anything to screen ( thanks to GL_RASTERIZER_DISCARD mode ), but calculates if particular
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// instances - sourced from above mentioned osg::Geometries - are visible and what LODs for these instances should be rendered.
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@@ -125,7 +125,7 @@ int main( int argc, char **argv )
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site.");
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programmatically, in this case a hang gliding flying site.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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@@ -39,7 +39,7 @@
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#include "stdio.h"
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// callback to make the loaded model oscilate up and down.
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// callback to make the loaded model oscillate up and down.
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class ModelTransformCallback : public osg::NodeCallback
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{
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public:
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@@ -326,7 +326,7 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->addCommandLineOption("--texture <width> <height> <depth>","Allocate a 3D texture of specified dimensions.");
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arguments.getApplicationUsage()->addCommandLineOption("--texture <width> <height>","Allocate a 2D texture of specified dimensions.");
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arguments.getApplicationUsage()->addCommandLineOption("--texture <width>","Allocate a 1D texture of specified dimensions.");
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arguments.getApplicationUsage()->addCommandLineOption("--geometry <width> <height>","Allocate a osg::Geometry representing a grid of specified size, using OpenGL Dislay Lists.");
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arguments.getApplicationUsage()->addCommandLineOption("--geometry <width> <height>","Allocate a osg::Geometry representing a grid of specified size, using OpenGL Display Lists.");
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arguments.getApplicationUsage()->addCommandLineOption("--geometry-va <width> <height>","Allocate a osg::Geometry representing a grid of specified size, using Vertex Arrays.");
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arguments.getApplicationUsage()->addCommandLineOption("--geometry-vbo <width> <height>","Allocate a osg::Geometry representing a grid of specified size, using Vertex Buffer Objects.");
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arguments.getApplicationUsage()->addCommandLineOption("--fbo <width> <height>","Allocate a FrameBufferObject of specified dimensions.");
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@@ -290,7 +290,7 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of convex planer occluders.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("-m","Mannually create occluders");
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arguments.getApplicationUsage()->addCommandLineOption("-m","Manually create occluders");
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// initialize the viewer.
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osgViewer::Viewer viewer;
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@@ -444,7 +444,7 @@ void build_world(osg::Group *root)
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// the second one will be a little bit more complex, showing how to
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// create custom operators.
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// To avoid inserting too much code in a single function, we have
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// splitted the work into two functions which accept a Group node as
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// split the work into two functions which accept a Group node as
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// parameter, and return a pointer to the particle system they created.
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osgParticle::ParticleSystem *ps1 = create_simple_particle_system(root);
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@@ -317,7 +317,7 @@ public:
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// insert particle effects alongside the hit node, therefore able to track that nodes movement,
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// however, this does require us to insert the ParticleSystem itself into the root of the scene graph
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// separately from the main particle effects group which contains the emitters and programs.
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// the follow code block implements this, note the path for handling particle effects which arn't attached to
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// the follow code block implements this, note the path for handling particle effects which aren't attached to
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// moving models is easy - just a single line of code!
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// tell the effects not to attach to the particle system locally for rendering, as we'll handle add it into the
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@@ -155,7 +155,7 @@ int main( int argc, char** argv )
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root->addChild( parent.get() );
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root->addChild( updater.get() );
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// FIXME 2010.9.19: the updater can't be a drawable; otehrwise the ParticleEffect will not work properly. why?
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// FIXME 2010.9.19: the updater can't be a drawable; otherwise the ParticleEffect will not work properly. why?
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updater->addParticleSystem( ps.get() );
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osg::ref_ptr<osg::Geode> geode = new osg::Geode;
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@@ -747,7 +747,7 @@ int main( int argc, char **argv )
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osg::ref_ptr<Album> album = new Album(arguments,width,height);
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// creat the scene from the file list.
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// create the scene from the file list.
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osg::ref_ptr<osg::Group> rootNode = album->getScene();
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if (!rootNode) return 0;
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@@ -50,7 +50,7 @@ int main(int argc, char** argv)
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if (script.valid()) scripts.push_back(script.get());
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}
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// assgin script engine to scene graphs
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// assign script engine to scene graphs
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model->getOrCreateUserDataContainer()->addUserObject(osgDB::readFile<osg::ScriptEngine>("ScriptEngine.lua"));
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model->getOrCreateUserDataContainer()->addUserObject(osgDB::readFile<osg::ScriptEngine>("ScriptEngine.python"));
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model->getOrCreateUserDataContainer()->addUserObject(osgDB::readFile<osg::ScriptEngine>("ScriptEngine.js"));
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@@ -120,7 +120,7 @@ int main(int argc, char* argv[])
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sampler2=(osg::Sampler*)(*it)->getTextureAttribute(0, osg::StateAttribute::SAMPLER);
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}
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if(sampler1.valid()&&sampler2.valid()){
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OSG_WARN<<"2samplers manipulator setted"<<std::endl;
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OSG_WARN<<"2samplers manipulator set"<<std::endl;
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viewer.addEventHandler(new SamplersKeyboardEventHandler(sampler1.get(), sampler2.get()));
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}
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}
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@@ -185,7 +185,7 @@ int main(int argc, char* argv[])
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im->dirty();
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tex2->setImage(im);
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}
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///Overrided Filtering setup
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///Overridden Filtering setup
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tex1->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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tex1->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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@@ -187,7 +187,7 @@ int main( int argc, char **argv )
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp.get());
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// update the viewport dimensions, incase the window has been resized.
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// update the viewport dimensions, in case the window has been resized.
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sceneView->setViewport(0,0,traits->width,traits->height);
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@@ -610,7 +610,7 @@ int main( int argc, char **argv )
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osg::TexMat* texmatLeft = new osg::TexMat;
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osg::TexMat* texmatRight = new osg::TexMat;
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// creat the scene from the file list.
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// create the scene from the file list.
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osg::ref_ptr<osg::Switch> rootNode;
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if (!onDisk) rootNode = createScene(fileList,texmatLeft,texmatRight,radius,height,length);
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else rootNode=new osg::Switch();
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@@ -235,7 +235,7 @@ class Teapot : public osg::Drawable
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// of OpenGL primitives.
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virtual void drawImplementation(osg::RenderInfo&) const
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{
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// teapot(..) doens't use vertex arrays at all so we don't need to toggle their state
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// teapot(..) doesn't use vertex arrays at all so we don't need to toggle their state
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// if we did we'd need to something like following call
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// state.disableAllVertexArrays(), see src/osg/Geometry.cpp for the low down.
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@@ -61,7 +61,7 @@ class /*OSGTEXT_EXPORT*/ TextTechnique : public osg::Object
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/// default TextTechnique implementation used if no other is specified on TextNode
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static osg::ref_ptr<TextTechnique>& getDefaultTextTechinque();
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/// start building a new charater layout
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/// start building a new character layout
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virtual void start();
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/// called by Layout engine to place individual characters
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@@ -70,7 +70,7 @@ class /*OSGTEXT_EXPORT*/ TextTechnique : public osg::Object
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/// called by Layout engine to place individual characters
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virtual void addCharacter(const osg::Vec3& position, const osg::Vec3& size, Glyph3D* glyph, Style* style);
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/// finish building new charater layout
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/// finish building new character layout
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virtual void finish();
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/// provide traversal control
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@@ -4,7 +4,7 @@
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#include <osgGA/TrackballManipulator>
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// This is an implementation of SimpleViewer that is designed to be subclassed
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// and used as a GtkDrawingArea in a GTK application. Because of the implemention
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// and used as a GtkDrawingArea in a GTK application. Because of the implementation
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// of GTK, I was unable to derive from GtkWidget and instead had to "wrap" it.
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// Conceptually, however, you can think of an OSGGTKDrawingArea as both an OSG
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// Viewer AND GtkDrawingArea.
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@@ -211,7 +211,7 @@ osg::Node * CreateAdvancedHierarchy( osg::Node * model )
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// Set default VirtualProgram in root StateSet
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// With main vertex and main fragment shaders calling
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// lighting and texture functions defined in aditional shaders
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// lighting and texture functions defined in additional shaders
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// Lighting is done per vertex using simple directional light
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// Texture uses stage 0 TexCoords and TexMap
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