Renamed have_applied_mode, have_applied_attribute, apply_mode, apply_attribute

to haveAppliedMode, haveAppliedAttribute, applyMode, applyAttribute to make
it more consistent with the general OSG name convetion.
This commit is contained in:
Robert Osfield
2002-03-21 12:36:05 +00:00
parent a364875afb
commit 03cda7d3f8
3 changed files with 37 additions and 37 deletions

View File

@@ -55,16 +55,16 @@ class SG_EXPORT State : public Referenced
/** apply an OpenGL mode if required. */
inline const bool apply_mode(const StateAttribute::GLMode mode,const bool enabled)
inline const bool applyMode(const StateAttribute::GLMode mode,const bool enabled)
{
return apply_mode(mode,enabled,_modeMap[mode]);
return applyMode(mode,enabled,_modeMap[mode]);
}
/** apply an attribute if required. */
inline const bool apply_attribute(const StateAttribute* attribute)
inline const bool applyAttribute(const StateAttribute* attribute)
{
return apply_attribute(attribute,_attributeMap[attribute->getType()]);
return applyAttribute(attribute,_attributeMap[attribute->getType()]);
}
@@ -75,14 +75,14 @@ class SG_EXPORT State : public Referenced
void apply();
/** mode has been set externally, update state to reflect this setting.*/
void have_applied_mode(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value);
void haveAppliedMode(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value);
/** mode has been set externally, therefore dirty the associated mode in osg::State
* so it is applied on next call to osg::State::apply(..)*/
void have_applied_mode(const StateAttribute::GLMode mode);
void haveAppliedMode(const StateAttribute::GLMode mode);
/** attribute has been applied externally, update state to reflect this setting.*/
void have_applied_attribute(const StateAttribute* attribute);
void haveAppliedAttribute(const StateAttribute* attribute);
/** attribute has been applied externally,
* and therefore this attribute type has been dirtied
@@ -91,7 +91,7 @@ class SG_EXPORT State : public Referenced
* then use the have_applied(attribute) method as this will the osg::State to
* track the current state more accuratly and enable lazy state updating such
* that only changed state will be applied.*/
void have_applied_attribute(const StateAttribute::Type type);
void haveAppliedAttribute(const StateAttribute::Type type);
/** Set the current OpenGL context uniqueID.
@@ -176,7 +176,7 @@ class SG_EXPORT State : public Referenced
};
/** apply an OpenGL mode if required, passing in mode, enable flag and appropriate mode stack */
inline const bool apply_mode(const StateAttribute::GLMode mode,const bool enabled,ModeStack& ms)
inline const bool applyMode(const StateAttribute::GLMode mode,const bool enabled,ModeStack& ms)
{
if (ms.last_applied_value != enabled)
{
@@ -192,7 +192,7 @@ class SG_EXPORT State : public Referenced
}
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
inline const bool apply_attribute(const StateAttribute* attribute,AttributeStack& as)
inline const bool applyAttribute(const StateAttribute* attribute,AttributeStack& as)
{
if (as.last_applied_attribute != attribute)
{
@@ -206,7 +206,7 @@ class SG_EXPORT State : public Referenced
return false;
}
inline const bool apply_global_default_attribute(AttributeStack& as)
inline const bool applyGlobalDefaultAttribute(AttributeStack& as)
{
if (as.last_applied_attribute != as.global_default_attribute.get())
{