Ran script to remove trailing spaces and tabs

This commit is contained in:
Robert Osfield
2012-03-21 17:36:20 +00:00
parent 1e35f8975d
commit 14a563dc9f
1495 changed files with 21873 additions and 21873 deletions

View File

@@ -1,13 +1,13 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/GLExtensions>
@@ -62,12 +62,12 @@ int Texture1D::compare(const StateAttribute& sa) const
}
else
{
return 1; // valid lhs._image is greater than null.
return 1; // valid lhs._image is greater than null.
}
}
else if (rhs._image.valid())
else if (rhs._image.valid())
{
return -1; // valid rhs._image is greater than null.
return -1; // valid rhs._image is greater than null.
}
}
@@ -107,7 +107,7 @@ void Texture1D::setImage(Image* image)
_image = image;
_modifiedCount.setAllElementsTo(0);
if (_image.valid() && _image->requiresUpdateCall())
{
setUpdateCallback(new Image::UpdateCallback());
@@ -119,7 +119,7 @@ void Texture1D::setImage(Image* image)
void Texture1D::apply(State& state) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
// get the contextID (user defined ID of 0 upwards) for the
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
@@ -171,7 +171,7 @@ void Texture1D::apply(State& state) const
else if (_subloadCallback.valid())
{
// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID, GL_TEXTURE_1D);
textureObject->bind();
@@ -192,7 +192,7 @@ void Texture1D::apply(State& state) const
else if (_image.valid() && _image->data())
{
// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
textureObject = generateTextureObject(this, contextID,GL_TEXTURE_1D);
textureObject->bind();
@@ -205,22 +205,22 @@ void Texture1D::apply(State& state) const
// update the modified count to show that it is upto date.
getModifiedCount(contextID) = _image->getModifiedCount();
_textureObjectBuffer[contextID] = textureObject;
// unref image data?
if (isSafeToUnrefImageData(state) && _image->getDataVariance()==STATIC)
{
Texture1D* non_const_this = const_cast<Texture1D*>(this);
non_const_this->_image = NULL;
}
}
else if ( (_textureWidth!=0) && (_internalFormat!=0) )
{
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
this,contextID,GL_TEXTURE_1D,_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_1D,state);
@@ -230,8 +230,8 @@ void Texture1D::apply(State& state) const
_textureWidth, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
0);
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
@@ -255,7 +255,7 @@ void Texture1D::apply(State& state) const
void Texture1D::computeInternalFormat() const
{
if (_image.valid()) computeInternalFormatWithImage(*_image);
if (_image.valid()) computeInternalFormatWithImage(*_image);
else computeInternalFormatType();
}
@@ -266,7 +266,7 @@ void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsiz
if (!image || !image->data())
return;
// get the contextID (user defined ID of 0 upwards) for the
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
const Extensions* extensions = getExtensions(contextID,true);
@@ -277,7 +277,7 @@ void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsiz
// select the internalFormat required for the texture.
bool compressed = isCompressedInternalFormat(_internalFormat);
//Rescale if resize hint is set or NPOT not supported or dimension exceeds max size
if( _resizeNonPowerOfTwoHint || !extensions->isNonPowerOfTwoTextureSupported(_min_filter) || inwidth > extensions->maxTextureSize() )
{
@@ -288,7 +288,7 @@ void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsiz
glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking());
glPixelStorei(GL_UNPACK_ROW_LENGTH,image->getRowLength());
static MyCompressedTexImage1DArbProc glCompressedTexImage1D_ptr =
static MyCompressedTexImage1DArbProc glCompressedTexImage1D_ptr =
convertPointerType<MyCompressedTexImage1DArbProc, void*>(getGLExtensionFuncPtr("glCompressedTexImage1DARB"));
if( _min_filter == LINEAR || _min_filter == NEAREST )
@@ -306,12 +306,12 @@ void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsiz
else if(glCompressedTexImage1D_ptr)
{
numMipmapLevels = 1;
GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
GLint size = ((image->s()+3)/4)*((image->t()+3)/4)*blockSize;
glCompressedTexImage1D_ptr(target, 0, _internalFormat,
image->s(), _borderWidth,
size,
image->data());
glCompressedTexImage1D_ptr(target, 0, _internalFormat,
image->s(), _borderWidth,
size,
image->data());
}
@@ -351,14 +351,14 @@ void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsiz
}
else if(glCompressedTexImage1D_ptr)
{
GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
GLint size = 0;
GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
GLint size = 0;
for( GLsizei k = 0 ; k < numMipmapLevels && width ;k++)
{
size = ((width+3)/4)*blockSize;
glCompressedTexImage1D_ptr(target, k, _internalFormat,
width, _borderWidth, size, image->getMipmapData(k));
glCompressedTexImage1D_ptr(target, k, _internalFormat,
width, _borderWidth, size, image->getMipmapData(k));
width >>= 1;
}
@@ -393,16 +393,16 @@ void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
return;
}
// the relevent texture object is not of the right size so
// needs to been deleted
// remove previously bound textures.
// needs to been deleted
// remove previously bound textures.
dirtyTextureObject();
// note, dirtyTextureObject() dirties all the texture objects for
// this texture, is this right? Perhaps we should dirty just the
// one for this context. Note sure yet will leave till later.
// RO July 2001.
}
// remove any previously assigned images as these are nolonger valid.
_image = NULL;
@@ -420,7 +420,7 @@ void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
_textureWidth = width;
_numMipmapLevels = 1;
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
// inform state that this texture is the current one bound.
@@ -469,7 +469,7 @@ void Texture1D::allocateMipmap(State& state) const
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject && _textureWidth != 0)
{
// bind texture
@@ -481,7 +481,7 @@ void Texture1D::allocateMipmap(State& state) const
// we do not reallocate the level 0, since it was already allocated
width >>= 1;
for( GLsizei k = 1; k < numMipmapLevels && width; k++)
{
if (width == 0)
@@ -494,9 +494,9 @@ void Texture1D::allocateMipmap(State& state) const
width >>= 1;
}
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
#else
OSG_NOTICE<<"Warning: Texture1D::allocateMipmap(..) not supported."<<std::endl;