From Jannik Heller, typo fixes
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
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@@ -138,13 +138,13 @@ public:
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bool GetTileOriginType(trpgTileType &) const;
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/* Group IDs are used by TerraPage to hook level of detail structures together.
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A TerraPage database can have an arbitrary number of terrain LODs, each stored
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seperately. To hook them together we use trpgAttach nodes and number each group &
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separately. To hook them together we use trpgAttach nodes and number each group &
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LOD node. This returns the maximum group ID in the file, which is important
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to know if you're keeping an array of them. */
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bool GetMaxGroupID(int &) const;
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/* A TerraPage archive can contain any number of terrain LODs (a typical number is 4).
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Each of these terrain LODs is accessed seperately (as are the tiles within them).
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Each of these terrain LODs is accessed separately (as are the tiles within them).
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This returns the number of terrain LODs in the file. It will be at least 1.
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See trpgAttach for instructions on how to hook the terrain LODs together.
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@@ -2551,14 +2551,14 @@ public:
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this node rotates around the center in the way specified by GetMode. (2) Individual - This
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is a little weirder. Basically, it's here for trees. It's assumed that
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there will be one or more trpgGeometry nodes below this node. Each single
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primitive is supposed to rotate "seperately". That is, you must take into
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primitive is supposed to rotate "separately". That is, you must take into
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account the unique center of each one and rotate it around that. If you have
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some optimization scheme where you can deal with groups of billboards (ala Performer)
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it is valid to do so in the Individual case. */
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bool GetType(int &) const;
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/* Center of the thing to be rotated. For Group this does the obvious thing.
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For Individual it should be the center of the group of things you want to rotate.
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This has no use if you're going to rotate each primitive seperately, but if you've
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This has no use if you're going to rotate each primitive separately, but if you've
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got some sort of optimized scheme for doing so (ala Performer) this information is useful.
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*/
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bool GetCenter(trpg3dPoint &) const;
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@@ -28,8 +28,8 @@
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namespace
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{
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// This will recursivelly call itself up until
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// all the tiule are done
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// This will recursively call itself up until
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// all the tiles are done
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void printBuf(int lod, int x, int y, trpgr_Archive *archive, trpgPrintGraphParser& parser, trpgMemReadBuffer &buf, trpgPrintBuffer &pBuf)
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{
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char ls[1024];
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@@ -50,7 +50,7 @@ public:
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int stripStat[15]; // Strip length stats
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int fanStat[15]; // Fan length stats
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int stripGeom; // Number of seperate trpgGeometry nodes for strips
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int stripGeom; // Number of separate trpgGeometry nodes for strips
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int fanGeom; // Same for fans
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int bagGeom; // Same for bags
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