Fix typos and spelling.
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committed by
Robert Osfield
parent
c3008512f1
commit
02c310982e
@@ -53,7 +53,7 @@ Caveats:
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- It's possible to render the whole sphere by specifying elevation
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and azimuth ranges round the full 360 degrees. When doing
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so you may consider switching the planes, spokes, and edge lines
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off, to avoid rendering artefacts, e.g. the upper and lower
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off, to avoid rendering artifacts, e.g. the upper and lower
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planes will be coincident.
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*/
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@@ -214,27 +214,27 @@ public:
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/** A list of vertex arrays representing a list of lines.*/
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typedef std::vector< osg::ref_ptr<osg::Vec3Array> > LineList;
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/** Compute the interesection lines between subgraph and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordiante frame as the sphere segment.
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/** Compute the intersection lines between subgraph and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordinate frame as the sphere segment.
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* The resulting intersections are in the coordinate frame of the sphere segment. */
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LineList computeIntersection(const osg::Matrixd& matrix, osg::Node* subgraph);
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/** Compute the interesection lines between specified drawable and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordiante frame as the sphere segment.
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/** Compute the intersection lines between specified drawable and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordinate frame as the sphere segment.
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* The resulting intersections are in the coordinate frame of the sphere segment. */
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LineList computeIntersection(const osg::Matrixd& matrix, osg::Drawable* drawable);
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/** Compute the interesection lines between subgraph and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordiante frame as the sphere segment.
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/** Compute the intersection lines between subgraph and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordinate frame as the sphere segment.
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* The resulting intersections are in the coordinate frame of the sphere segment. */
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osg::Node* computeIntersectionSubgraph(const osg::Matrixd& matrix, osg::Node* subgraph);
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/** Compute the interesection lines between specified drawable and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordiante frame as the sphere segment.
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/** Compute the intersection lines between specified drawable and this sphere segment.
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* The matrix is the transform that takes the subgraph into the same coordinate frame as the sphere segment.
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* The resulting intersections are in the coordinate frame of the sphere segment. */
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osg::Node* computeIntersectionSubgraph(const osg::Matrixd& matrix, osg::Drawable* drawable);
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/** recompute the vertex positions of the rendering meshes/lines thtat represent the sphere segment.*/
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/** recompute the vertex positions of the rendering meshes/lines that represent the sphere segment.*/
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void updatePositions();
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/** recompute the primitives rendering meshes/lines thtat represent the sphere segment.*/
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