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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@@ -1603,7 +1603,7 @@ void ConvexPolyhedron::extrude( const osg::Vec3d & offset )
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double dotOffset0 = edgeFaces[0]->plane.getNormal() * offset;
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double dotOffset1 = edgeFaces[1]->plane.getNormal() * offset;
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#endif
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//Select orthogonal faces and vertices appropriate for offseting
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//Select orthogonal faces and vertices appropriate for offsetting
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if( (dotOffset0 == 0.0 && dotOffset1 < 0.0) ||
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(dotOffset1 == 0.0 && dotOffset0 < 0.0) )
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{
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@@ -49,9 +49,9 @@ DebugShadowMap::DebugShadowMap():
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// Why this fancy 24 bit depth to 24 bit rainbow colors shader ?
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//
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// Depth values cannot be easily cast on color component because they are:
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// a) 24 or 32 bit and we loose lots of precision when cast on 8 bit
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// a) 24 or 32 bit and we lose lots of precision when cast on 8 bit
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// b) depth value distribution is non linear due to projection division
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// when cast on componenent color there is usually very minor shade variety
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// when cast on component color there is usually very minor shade variety
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// and its often difficult to notice that there is anything in the buffer
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//
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// Shader looks complex but it is used only for debug head-up rectangle
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@@ -50,26 +50,26 @@ ShadowTechnique::~ShadowTechnique()
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void ShadowTechnique::init()
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{
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OSG_NOTICE<<className()<<"::init() not implemened yet"<<std::endl;
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OSG_NOTICE<<className()<<"::init() not implemented yet"<<std::endl;
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_dirty = false;
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}
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void ShadowTechnique::update(osg::NodeVisitor& nv)
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{
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OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemened yet."<<std::endl;
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OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemented yet."<<std::endl;
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_shadowedScene->osg::Group::traverse(nv);
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}
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void ShadowTechnique::cull(osgUtil::CullVisitor& cv)
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{
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OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemened yet."<<std::endl;
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OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemented yet."<<std::endl;
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_shadowedScene->osg::Group::traverse(cv);
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}
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void ShadowTechnique::cleanSceneGraph()
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{
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OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemened yet."<<std::endl;
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OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet."<<std::endl;
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}
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void ShadowTechnique::traverse(osg::NodeVisitor& nv)
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@@ -111,7 +111,7 @@ void ShadowVolume::init()
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}
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else
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{
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OSG_NOTICE<<"STENCIL_TWO_PASSES selecteted"<<std::endl;
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OSG_NOTICE<<"STENCIL_TWO_PASSES selected"<<std::endl;
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osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
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ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
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@@ -351,6 +351,6 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
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void ShadowVolume::cleanSceneGraph()
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{
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OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemened yet, but almost."<<std::endl;
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OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet, but almost."<<std::endl;
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}
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@@ -1164,7 +1164,7 @@ void ViewDependentShadowMap::createShaders()
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unsigned int _baseTextureUnit = 0;
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUnfiromsAndProgramMutex);
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
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_shadowCastingStateSet = new osg::StateSet;
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@@ -2346,7 +2346,7 @@ osg::StateSet* ViewDependentShadowMap::selectStateSetForRenderingShadow(ViewDepe
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osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUnfiromsAndProgramMutex);
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
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vdd.getStateSet()->clear();
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