Fix typos and spelling.

This commit is contained in:
Alberto Luaces
2018-04-20 18:18:22 +02:00
committed by Robert Osfield
parent c3008512f1
commit 02c310982e
187 changed files with 302 additions and 302 deletions

View File

@@ -124,7 +124,7 @@
but if Robert will accept its current implementations ( I mean - primitive
sets that have osg::TextureBuffer in constructor ), I may add it to
osg/include/PrimitiveSet header.
- I used BufferTemplate class writen and published by Aurelien in submission forum
- I used BufferTemplate class written and published by Aurelien in submission forum
some time ago. For some reason this class never got into osg/include, but is
really needed during creation of UBOs, TBOs, and possibly SSBOs in the future.
I added std::vector specialization to that template class.
@@ -1145,7 +1145,7 @@ osg::Group* createAirplane( float detailRatio, const osg::Vec4& hullColor, const
return root.release();
}
// createStaticRendering() shows how to use any OSG graph ( wheter it is single osg::Geode, or sophisticated osg::PagedLOD tree covering whole earth )
// createStaticRendering() shows how to use any OSG graph ( whether it is single osg::Geode, or sophisticated osg::PagedLOD tree covering whole earth )
// 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
// are sent to cull shader ( cullProgram ). Cull shader does not draw anything to screen ( thanks to GL_RASTERIZER_DISCARD mode ), but calculates if particular
// instances - sourced from above mentioned osg::Geometries - are visible and what LODs for these instances should be rendered.