From Jannik Heller, typo fixes

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield
2015-04-13 10:43:56 +00:00
parent 166c49eedd
commit 0a1db3d6fc
60 changed files with 110 additions and 110 deletions

View File

@@ -7,7 +7,7 @@
#include <iostream>
// Search in str for all occurences of spat and replace them with rpat.
// Search in str for all occurrences of spat and replace them with rpat.
void searchAndReplace(std::string& str, const std::string& spat, const std::string& rpat)
{
std::string::size_type pos = 0;

View File

@@ -71,7 +71,7 @@ int main (int argc, char* argv[])
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));
//Tranformation to be manipulated by the animation
//Transformation to be manipulated by the animation
osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
trans->setName("AnimatedNode");
//Dynamic object, has to be updated during update traversal
@@ -84,7 +84,7 @@ int main (int argc, char* argv[])
//The second element modifies the rotation around x-axis
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0));
//connect the UpdateMatrixTransform callback to the MatrixTRanform
//connect the UpdateMatrixTransform callback to the MatrixTransform
trans->setUpdateCallback(updatecb);
//initialize MatrixTranform
trans->setMatrix(osg::Matrix::identity());
@@ -102,7 +102,7 @@ int main (int argc, char* argv[])
//add the rest of the scene to the grp node
grp->addChild(root);
// And we finaly define our channel for linear Vector interpolation
// And we finally define our channel for linear Vector interpolation
osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
//name of the AnimationUpdateCallback
channelAnimation1->setTargetName("AnimatedCallback");

View File

@@ -98,9 +98,9 @@ struct ExampleTimelineUsage : public osgGA::GUIEventHandler
{
// we add a scratch head priority 1 each 10 second
// note:
// it's possible to add the same instance more then once on the timeline
// it's possible to add the same instance more than once on the timeline
// the only things you need to take care is if you remove it. It will remove
// all instance that exist on the timeline. If you need to differtiate
// all instance that exist on the timeline. If you need to differentiate
// it's better to create a new instance
tml->addActionAt(5.0 + 10.0 * i, _scratchHead.get(), 1);
}

View File

@@ -406,7 +406,7 @@ int main( int argc, char **argv )
viewer.renderingTraversals();
osg::Timer_t afterRenderTick = osg::Timer::instance()->tick();
std::cout<<"Rendring time = "<<osg::Timer::instance()->delta_s(beforeRenderTick, afterRenderTick) <<" seconds"<<std::endl;
std::cout<<"Rendering time = "<<osg::Timer::instance()->delta_s(beforeRenderTick, afterRenderTick) <<" seconds"<<std::endl;
return 0;
}

View File

@@ -130,7 +130,7 @@ osg::Node* createModel()
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
// add the drawable into a single goede to be shared...
// add the drawable into a single geode to be shared...
osg::Billboard* center = new osg::Billboard();
center->setMode(osg::Billboard::POINT_ROT_EYE);
center->addDrawable(

View File

@@ -304,7 +304,7 @@ int main( int argc, char **argv )
osgViewer::View* view = dynamic_cast<osgViewer::View*>(object.get());
if (view)
{
osg::notify(osg::NOTICE)<<"Read config file succesfully"<<std::endl;
osg::notify(osg::NOTICE)<<"Read config file successfully"<<std::endl;
}
else
{

View File

@@ -59,7 +59,7 @@ osg::Node* decorate_with_clip_node(osg::Node* subgraph)
rootnode->addChild(wireframe_subgraph);
/*
// simple approach to adding a clipnode above a subrgaph.
// simple approach to adding a clipnode above a subgraph.
// create clipped part.
osg::ClipNode* clipped_subgraph = new osg::ClipNode;
@@ -78,7 +78,7 @@ osg::Node* decorate_with_clip_node(osg::Node* subgraph)
// more complex approach to managing ClipNode, allowing
// ClipNode node to be transformed independantly from the subgraph
// ClipNode node to be transformed independently from the subgraph
// that it is clipping.
osg::MatrixTransform* transform= new osg::MatrixTransform;

View File

@@ -211,7 +211,7 @@ int main( int argc, char **argv )
// ------------- Start of copy specific code -------------------------------------------------------
// do a deep copy, using MyCopyOp to reveal whats going on under the good,
// do a deep copy, using MyCopyOp to reveal whats going on under the hood,
// in your own code you'd typically just use the basic osg::CopyOp something like
osg::ref_ptr<osg::Node> mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_ALL));
std::cout << "Doing a deep copy of scene graph"<<std::endl;

View File

@@ -123,7 +123,7 @@ public:
OSG_NOTICE<<" WindowWidth="<<ea.getWindowWidth()<<std::endl;
OSG_NOTICE<<" WindowHeight="<<ea.getWindowHeight()<<std::endl;
// reset the Camera viewpoer and associated Texture's to make sure it tracks the new window size.
// reset the Camera viewport and associated Texture's to make sure it tracks the new window size.
camera->resize(ea.getWindowWidth(), ea.getWindowHeight());
}
return false;

View File

@@ -44,7 +44,7 @@
// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familiarity with
// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// haven't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!
// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides

View File

@@ -56,7 +56,7 @@ void createFountainEffect( osgParticle::ModularEmitter* emitter, osgParticle::Mo
// Bounce particles off objects defined by one or more domains.
// Supported domains include triangle, rectangle, plane, disk and sphere.
// Since a bounce always happens instantaneously, it will not work correctly with unstable delta-time.
// At present, even the floating error of dt (which are applied to ParticleSystem and Operator seperately)
// At present, even the floating error of dt (which are applied to ParticleSystem and Operator separately)
// causes wrong bounce results. Some one else may have better solutions for this.
osg::ref_ptr<osgParticle::BounceOperator> bounce = new osgParticle::BounceOperator;
bounce->setFriction( -0.05 );
@@ -191,7 +191,7 @@ int main( int argc, char** argv )
// A floating error of delta-time should be explained here:
// The particles emitter, program and updater all use a 'dt' to compute the time value in every frame.
// Because the 'dt' is a double value, it is not suitable to keep three copies of it seperately, which
// Because the 'dt' is a double value, it is not suitable to keep three copies of it separately, which
// is the previous implementation. The small error makes some opeartors unable to work correctly, e.g.
// the BounceOperator.
// Now we make use of the getDeltaTime() of ParticleSystem to maintain and dispatch the delta time. But..

View File

@@ -41,7 +41,7 @@
// A simple demo demonstrating planar reflections using multiple renderings
// of a subgraph, overriding of state attribures and use of the stencil buffer.
//
// The multipass system implemented here is a variation if Mark Kilgard's
// The multipass system implemented here is a variation of Mark Kilgard's
// paper "Improving Shadows and Reflections via the Stencil Buffer" which
// can be found on the developer parts of the NVidia web site.
//
@@ -52,7 +52,7 @@
// world poking through the mirror to be seen in the final rendering and
// also obscures the world correctly when on the reverse side of the mirror.
// Although there is still some unresolved issue with the clip plane needing
// to be flipped when looking at the reverse side of the mirror. Niether
// to be flipped when looking at the reverse side of the mirror. Neither
// of these issues are mentioned in the Mark's paper, but trip us up when
// we apply them.
@@ -322,7 +322,7 @@ osg::Node* createMirroredScene(osg::Node* model)
//
// create the viewer
// load a model
// decoate the model so it renders using a multipass stencil buffer technique for planar reflections.
// decorate the model so it renders using a multipass stencil buffer technique for planar reflections.
// release the viewer
// run main loop.
//

View File

@@ -173,7 +173,7 @@ int main( int argc, char **argv )
}
else
{
// use new #pragama(tic) shader composition.
// use new #pragma(tic) shader composition.
osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
if (!scenegraph) return 1;

View File

@@ -112,7 +112,7 @@ osg::StateSet* createState(osg::ArgumentParser& arguments)
}
else
{
OSG_NOTICE<<"Assigned all images to Texture2DArray seperately."<<std::endl;
OSG_NOTICE<<"Assigned all images to Texture2DArray separately."<<std::endl;
texture->setImage(0, image_0.get());
texture->setImage(1, image_1.get());

View File

@@ -31,7 +31,7 @@
#include <iostream>
//
// A simple demo demonstrating use osg::Texture3D to create a blended animation between four seperate images packed together into a 3d texture
// A simple demo demonstrating use osg::Texture3D to create a blended animation between four separate images packed together into a 3d texture
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;

View File

@@ -96,7 +96,7 @@ int main( int argc, char **argv )
}
// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());