Fix typos and spelling.
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committed by
Robert Osfield
parent
c3008512f1
commit
02c310982e
@@ -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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