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

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@@ -21,7 +21,7 @@ namespace osg {
/** Billboard is a derived form of Geode that orients its osg::Drawable
* children to face the eye point. Typical uses include trees and
* particle explosions,
* particle explosions.
*/
class OSG_EXPORT Billboard : public Geode
{

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@@ -180,7 +180,7 @@ void BoundingSphereImpl<VT>::expandRadiusBy(const vector_type& v)
template<typename VT>
void BoundingSphereImpl<VT>::expandBy(const BoundingSphereImpl& sh)
{
// ignore operation if incomming BoundingSphere is invalid.
// ignore operation if incoming BoundingSphere is invalid.
if (!sh.valid()) return;
// This sphere is not set so use the inbound sphere

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@@ -45,7 +45,7 @@ class OSG_EXPORT BufferIndexBinding : public StateAttribute
BufferIndexBinding(const BufferIndexBinding& rhs, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
public:
// The member value is part of the key to this state attribute in
// the State class. Using the index target, we can seperately
// the State class. Using the index target, we can separately
// track the bindings for many different index targets.
virtual unsigned getMember() const { return static_cast<unsigned int>(_index); }

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@@ -23,7 +23,7 @@ namespace osg
{
/** Template buffer class to be used with a struct as template parameter.
* This class is usefull to send C++ structures on the GPU (e.g. for uniform blocks) but be carefull to the alignments rules on the GPU side !
* This class is useful to send C++ structures on the GPU (e.g. for uniform blocks) but be careful to the alignments rules on the GPU side !
*/
template <typename T>
class BufferTemplate : public BufferData

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@@ -137,7 +137,7 @@ protected:
int imageIndex(double time);
// setImage without aquiring mutex.
// setImage without acquiring mutex.
void _setImage(unsigned int pos, osg::Image* image);
double _referenceTime;

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@@ -101,7 +101,7 @@ class ScriptEngine : public osg::Object
/** run a Script.*/
bool run(osg::Script* script)
{
// assumpt empty input and output paramters lists
// assumpt empty input and output parameters lists
Parameters inputParameters, outputParameters;
return run(script, "", inputParameters, outputParameters);
}

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@@ -136,7 +136,7 @@ class OSG_EXPORT Shader : public osg::Object
enum ShaderDefinesMode
{
USE_SHADER_PRAGAMA,
USE_SHADER_PRAGMA,
USE_MANUAL_SETTINGS
};

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@@ -22,7 +22,7 @@
namespace osg {
// forward decare visitors.
// forward declare visitors.
class ShapeVisitor;
class ConstShapeVisitor;

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@@ -132,7 +132,7 @@ class OSG_EXPORT State : public Referenced
/** Set the current OpenGL context uniqueID.
* The ContextID is used by classes like osg::StateAttribute's and osg::Drawable's to
* help manage seperate OpenGL objects, such as display lists, vertex buffer objects
* help manage separate OpenGL objects, such as display lists, vertex buffer objects
* and texture object for each graphics context. The ContextID simply acts as an index
* into arrays that these classes maintain for the purpose of storing GL object handles.
*
@@ -1461,9 +1461,9 @@ class OSG_EXPORT State : public Referenced
enum CheckForGLErrors
{
/** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this
is the fastest option since checking for errors does incurr a small overhead.*/
is the fastest option since checking for errors does incur a small overhead.*/
NEVER_CHECK_GL_ERRORS,
/** ONCE_PER_FRAME means that OpenGl errors will be checked for once per
/** ONCE_PER_FRAME means that OpenGL errors will be checked for once per
frame, the overhead is still small, but at least OpenGL errors that are occurring
will be caught, the reporting isn't fine grained enough for debugging purposes.*/
ONCE_PER_FRAME,

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@@ -312,10 +312,10 @@ class OSG_EXPORT StateSet : public Object
typedef std::pair<std::string, StateAttribute::OverrideValue> DefinePair;
typedef std::map<std::string, DefinePair> DefineList;
/** Added define pass on to shaders that use utilize that define, as secified by the GLSL #pragma import_defines(..) and #pragam requires(..). */
/** Added define pass on to shaders that use utilize that define, as specified by the GLSL #pragma import_defines(..) and #pragma requires(..). */
void setDefine(const std::string& defineName, StateAttribute::OverrideValue value=StateAttribute::ON);
/** Added define with value to pass on to shaders that use utilize that define, as secified by the GLSL #pragma import_defines(..) and #pragam requires(..). */
/** Added define with value to pass on to shaders that use utilize that define, as specified by the GLSL #pragma import_defines(..) and #pragma requires(..). */
void setDefine(const std::string& defineName, const std::string& defineValue, StateAttribute::OverrideValue value=StateAttribute::ON);
DefinePair* getDefinePair(const std::string& defineName) { DefineList::iterator itr = _defineList.find(defineName); return (itr!=_defineList.end()) ? &(itr->second) : 0; }

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@@ -21,7 +21,7 @@
namespace osg {
// foward declare core OSG math classes
// forward declare core OSG math classes
class Vec2f;
class Vec3f;
class Vec4f;