Ran script to remove trailing spaces and tabs
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@@ -68,7 +68,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** Set the texture resolution */
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inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
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/** Get the texture resolution */
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inline unsigned int getTextureResolution() const { return _resolution; }
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@@ -86,7 +86,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** Set min near distance for splits */
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inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
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/** Get min near distance for splits */
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inline double getMinNearDistanceForSplits() const { return _split_min_near_dist; }
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@@ -95,13 +95,13 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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* and simulated. just this user passed light, it needs to be a directional light.
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*/
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inline void setUserLight(osg::Light* light) { _userLight = light; }
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/** get the user defined light for shadow simulation */
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inline const osg::Light* getUserLight() const { return _userLight.get(); }
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/** Set the values for the ambient bias the shader will use.*/
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void setAmbientBias(const osg::Vec2& ambientBias );
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/** Get the values for the ambient bias the shader will use.*/
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const osg::Vec2& getAmbientBias() const { return _ambientBias; }
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@@ -129,7 +129,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** set split calculation mode */
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inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
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/** get split calculation mode */
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inline SplitCalcMode getSplitCalculationMode() const { return _SplitCalcMode; }
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