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

@@ -43,7 +43,7 @@ private:
volatile int cnt; // number of waiting threads
volatile int phase; // flag to seperate two barriers
volatile int phase; // flag to separate two barriers
};

View File

@@ -32,7 +32,7 @@ namespace osg
//#define ENFORCE_THREADSAFE
//#define DEBUG_OBJECT_ALLOCATION_DESTRUCTION
// specialized smart pointer, used to get round auto_ptr<>'s lack of the destructor reseting itself to 0.
// specialized smart pointer, used to get round auto_ptr<>'s lack of the destructor resetting itself to 0.
template<typename T>
struct ResetPointer
{

View File

@@ -215,13 +215,13 @@ void Shader::discardDeletedGlShaders(unsigned int contextID)
Shader::Shader(Type type) :
_type(type),
_shaderDefinesMode(USE_SHADER_PRAGAMA)
_shaderDefinesMode(USE_SHADER_PRAGMA)
{
}
Shader::Shader(Type type, const std::string& source) :
_type(type),
_shaderDefinesMode(USE_SHADER_PRAGAMA)
_shaderDefinesMode(USE_SHADER_PRAGMA)
{
setShaderSource( source);
}
@@ -229,7 +229,7 @@ Shader::Shader(Type type, const std::string& source) :
Shader::Shader(Type type, ShaderBinary* shaderBinary) :
_type(type),
_shaderBinary(shaderBinary),
_shaderDefinesMode(USE_SHADER_PRAGAMA)
_shaderDefinesMode(USE_SHADER_PRAGMA)
{
}

View File

@@ -277,7 +277,7 @@ void State::reset()
_lastAppliedProgramObject = 0;
// what about uniforms??? need to clear them too...
// go through all active Unfirom's, setting to change to force update,
// go through all active Uniform's, setting to change to force update,
// the idea is to leave only the global defaults left.
for(UniformMap::iterator uitr=_uniformMap.begin();
uitr!=_uniformMap.end();
@@ -945,7 +945,7 @@ void State::setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* p
OSG_NOTICE<<"Warning: State::setInterleavedArrays(..) not implemented."<<std::endl;
#endif
// the crude way, assume that all arrays have been effected so dirty them and
// the crude way, assume that all arrays have been affected so dirty them and
// disable them...
dirtyAllVertexArrays();
}

View File

@@ -985,7 +985,7 @@ unsigned int Uniform::getNameID(const std::string& name)
return id;
}
// Use a proxy to force the initialization of the static variables in the Unifrom::getNameID() method during static initialization
// Use a proxy to force the initialization of the static variables in the Uniform::getNameID() method during static initialization
OSG_INIT_SINGLETON_PROXY(UniformNameIDStaticInitializationProxy, Uniform::getNameID(std::string()))

View File

@@ -101,7 +101,7 @@ void CameraManipulator::computeHomePosition(const osg::Camera *camera, bool useB
if (camera)
{
// try to compute dist from frustrum
// try to compute dist from frustum
double left,right,bottom,top,zNear,zFar;
if (camera->getProjectionMatrixAsFrustum(left,right,bottom,top,zNear,zFar))
{

View File

@@ -138,13 +138,13 @@ public:
bool GetTileOriginType(trpgTileType &) const;
/* Group IDs are used by TerraPage to hook level of detail structures together.
A TerraPage database can have an arbitrary number of terrain LODs, each stored
seperately. To hook them together we use trpgAttach nodes and number each group &
separately. To hook them together we use trpgAttach nodes and number each group &
LOD node. This returns the maximum group ID in the file, which is important
to know if you're keeping an array of them. */
bool GetMaxGroupID(int &) const;
/* A TerraPage archive can contain any number of terrain LODs (a typical number is 4).
Each of these terrain LODs is accessed seperately (as are the tiles within them).
Each of these terrain LODs is accessed separately (as are the tiles within them).
This returns the number of terrain LODs in the file. It will be at least 1.
See trpgAttach for instructions on how to hook the terrain LODs together.
@@ -2551,14 +2551,14 @@ public:
this node rotates around the center in the way specified by GetMode. (2) Individual - This
is a little weirder. Basically, it's here for trees. It's assumed that
there will be one or more trpgGeometry nodes below this node. Each single
primitive is supposed to rotate "seperately". That is, you must take into
primitive is supposed to rotate "separately". That is, you must take into
account the unique center of each one and rotate it around that. If you have
some optimization scheme where you can deal with groups of billboards (ala Performer)
it is valid to do so in the Individual case. */
bool GetType(int &) const;
/* Center of the thing to be rotated. For Group this does the obvious thing.
For Individual it should be the center of the group of things you want to rotate.
This has no use if you're going to rotate each primitive seperately, but if you've
This has no use if you're going to rotate each primitive separately, but if you've
got some sort of optimized scheme for doing so (ala Performer) this information is useful.
*/
bool GetCenter(trpg3dPoint &) const;

View File

@@ -28,8 +28,8 @@
namespace
{
// This will recursivelly call itself up until
// all the tiule are done
// This will recursively call itself up until
// all the tiles are done
void printBuf(int lod, int x, int y, trpgr_Archive *archive, trpgPrintGraphParser& parser, trpgMemReadBuffer &buf, trpgPrintBuffer &pBuf)
{
char ls[1024];

View File

@@ -50,7 +50,7 @@ public:
int stripStat[15]; // Strip length stats
int fanStat[15]; // Fan length stats
int stripGeom; // Number of seperate trpgGeometry nodes for strips
int stripGeom; // Number of separate trpgGeometry nodes for strips
int fanGeom; // Same for fans
int bagGeom; // Same for bags

View File

@@ -557,7 +557,7 @@ ActiveOperators::~ActiveOperators()
{
}
void ActiveOperators::collect(osg::Node* incommingNode, osg::NodeVisitor::TraversalMode tm)
void ActiveOperators::collect(osg::Node* incomingNode, osg::NodeVisitor::TraversalMode tm)
{
_previous.swap(_current);
@@ -565,21 +565,21 @@ void ActiveOperators::collect(osg::Node* incommingNode, osg::NodeVisitor::Traver
FindOperatorsVisitor fov(_current, tm);
if (incommingNode)
if (incomingNode)
{
incommingNode->accept(fov);
incomingNode->accept(fov);
}
else
{
OSG_NOTICE<<"ActiveOperators::collect() incommingNode="<<incommingNode<<std::endl;
OSG_NOTICE<<"ActiveOperators::collect() incomingNode="<<incomingNode<<std::endl;
}
OSG_INFO<<"ActiveOperators::collect("<<incommingNode<<")"<<std::endl;
OSG_INFO<<"ActiveOperators::collect("<<incomingNode<<")"<<std::endl;
OSG_INFO<<" _previous.size()="<<_previous.size()<<std::endl;
OSG_INFO<<" _current.size()="<<_current.size()<<std::endl;
_outgoing.clear();
_incomming.clear();
_incoming.clear();
_maintained.clear();
for(OperatorList::iterator itr = _previous.begin();
@@ -596,7 +596,7 @@ void ActiveOperators::collect(osg::Node* incommingNode, osg::NodeVisitor::Traver
++itr)
{
ObjectOperator* curr = itr->get();
if (_previous.count(curr)==0) _incomming.insert(curr);
if (_previous.count(curr)==0) _incoming.insert(curr);
}
}
@@ -636,7 +636,7 @@ void ActiveOperators::process(SlideEventHandler* seh)
{
processOutgoing(seh);
processMaintained(seh);
processIncomming(seh);
processIncoming(seh);
}
void ActiveOperators::processOutgoing(SlideEventHandler* seh)
@@ -661,11 +661,11 @@ void ActiveOperators::processMaintained(SlideEventHandler* seh)
}
}
void ActiveOperators::processIncomming(SlideEventHandler* seh)
void ActiveOperators::processIncoming(SlideEventHandler* seh)
{
OSG_INFO<<" incomming.size()="<<_incomming.size()<<std::endl;
for(OperatorList::iterator itr = _incomming.begin();
itr != _incomming.end();
OSG_INFO<<" incoming.size()="<<_incoming.size()<<std::endl;
for(OperatorList::iterator itr = _incoming.begin();
itr != _incoming.end();
++itr)
{
(*itr)->enter(seh);

View File

@@ -1603,7 +1603,7 @@ void ConvexPolyhedron::extrude( const osg::Vec3d & offset )
double dotOffset0 = edgeFaces[0]->plane.getNormal() * offset;
double dotOffset1 = edgeFaces[1]->plane.getNormal() * offset;
#endif
//Select orthogonal faces and vertices appropriate for offseting
//Select orthogonal faces and vertices appropriate for offsetting
if( (dotOffset0 == 0.0 && dotOffset1 < 0.0) ||
(dotOffset1 == 0.0 && dotOffset0 < 0.0) )
{

View File

@@ -49,9 +49,9 @@ DebugShadowMap::DebugShadowMap():
// Why this fancy 24 bit depth to 24 bit rainbow colors shader ?
//
// Depth values cannot be easily cast on color component because they are:
// a) 24 or 32 bit and we loose lots of precision when cast on 8 bit
// a) 24 or 32 bit and we lose lots of precision when cast on 8 bit
// b) depth value distribution is non linear due to projection division
// when cast on componenent color there is usually very minor shade variety
// when cast on component color there is usually very minor shade variety
// and its often difficult to notice that there is anything in the buffer
//
// Shader looks complex but it is used only for debug head-up rectangle

View File

@@ -50,26 +50,26 @@ ShadowTechnique::~ShadowTechnique()
void ShadowTechnique::init()
{
OSG_NOTICE<<className()<<"::init() not implemened yet"<<std::endl;
OSG_NOTICE<<className()<<"::init() not implemented yet"<<std::endl;
_dirty = false;
}
void ShadowTechnique::update(osg::NodeVisitor& nv)
{
OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemened yet."<<std::endl;
OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemented yet."<<std::endl;
_shadowedScene->osg::Group::traverse(nv);
}
void ShadowTechnique::cull(osgUtil::CullVisitor& cv)
{
OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemened yet."<<std::endl;
OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemented yet."<<std::endl;
_shadowedScene->osg::Group::traverse(cv);
}
void ShadowTechnique::cleanSceneGraph()
{
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemened yet."<<std::endl;
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet."<<std::endl;
}
void ShadowTechnique::traverse(osg::NodeVisitor& nv)

View File

@@ -111,7 +111,7 @@ void ShadowVolume::init()
}
else
{
OSG_NOTICE<<"STENCIL_TWO_PASSES selecteted"<<std::endl;
OSG_NOTICE<<"STENCIL_TWO_PASSES selected"<<std::endl;
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
@@ -351,6 +351,6 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
void ShadowVolume::cleanSceneGraph()
{
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemened yet, but almost."<<std::endl;
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet, but almost."<<std::endl;
}

View File

@@ -1164,7 +1164,7 @@ void ViewDependentShadowMap::createShaders()
unsigned int _baseTextureUnit = 0;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUnfiromsAndProgramMutex);
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
_shadowCastingStateSet = new osg::StateSet;
@@ -2346,7 +2346,7 @@ osg::StateSet* ViewDependentShadowMap::selectStateSetForRenderingShadow(ViewDepe
osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUnfiromsAndProgramMutex);
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
vdd.getStateSet()->clear();

View File

@@ -656,7 +656,7 @@ Cameras getActiveCameras(osg::View& view)
}
bool View::setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* incomming_dps)
bool View::setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* incoming_dps)
{
osg::ref_ptr<osg::GraphicsContext> context = cameraToPartition->getGraphicsContext();
if (!context) return false;
@@ -664,7 +664,7 @@ bool View::setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPar
osg::ref_ptr<osg::Viewport> viewport = cameraToPartition->getViewport();
if (!viewport) return false;
osg::ref_ptr<DepthPartitionSettings> dps = incomming_dps;
osg::ref_ptr<DepthPartitionSettings> dps = incoming_dps;
if (!dps) dps = new DepthPartitionSettings;
bool useMastersSceneData = true;

View File

@@ -73,7 +73,7 @@ REGISTER_OBJECT_WRAPPER( osgManipulator_Dragger,
osgManipulator::Dragger,
"osg::Object osg::Node osg::Transform osg::MatrixTransform osgManipulator::Dragger" )
{
// Dragger should not record children seperately, so ignore the osg::Group class wrapper
// Dragger should not record children separately, so ignore the osg::Group class wrapper
ADD_BOOL_SERIALIZER( HandleEvents, false ); // _handleEvents
ADD_BOOL_SERIALIZER( DraggerActive, false ); // _draggerActive