diff --git a/include/osg/GraphicsContext b/include/osg/GraphicsContext index 2b3aa4123..e6a207e41 100644 --- a/include/osg/GraphicsContext +++ b/include/osg/GraphicsContext @@ -43,14 +43,14 @@ class OSG_EXPORT GraphicsContext : public Object /** Read the DISPLAY environmental variable, and set the ScreenIdentifier accordingly. * Note, if either of displayNum or screenNum are not defined then -1 is set respectively to - * signify the this parameter has not been set. When parameters are undefined one can call - * call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */ + * signify that this parameter has not been set. When parameters are undefined one can call + * call setUndefinedScreenDetailsToDefaultScreen() after readDISPLAY() to ensure valid values. */ void readDISPLAY(); /** Set the screenIndentifier from the displayName string. - * Note, if either of displayNum or screenNum are not defined then -1 is set respectively to - * signify the this parameter has not been set. When parameters are undefined one can call - * call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */ + * Note, if either of displayNum or screenNum are not defined then -1 is set to + * signify that this parameter has not been set. When parameters are undefined one can call + * call setUndefinedScreenDetailsToDefaultScreen() after readDISPLAY() to ensure valid values. */ void setScreenIdentifier(const std::string& displayName); /** Set any undefined displayNum or screenNum values (i.e. -1) to the default display & screen of 0 respectively.*/ @@ -304,8 +304,8 @@ class OSG_EXPORT GraphicsContext : public Object inline const Vec4& getClearColor() const { return _clearColor; } /** Set the clear mask used in glClear(..). - * Defaults to 0 - so no clear is done by default by the GraphicsContext, instead the Camera's attached the GraphicsContext will do the clear. - * GraphicsContext::setClearMask() is useful for when the Camera's Viewports don't conver the whole context, so the context will fill in the gaps. */ + * Defaults to 0 - so no clear is done by default by the GraphicsContext, instead the Cameras attached to the GraphicsContext will do the clear. + * GraphicsContext::setClearMask() is useful for when the Camera Viewports don't cover the whole context, so the context will fill in the gaps. */ inline void setClearMask(GLbitfield mask) { _clearMask = mask; } /** Get the clear mask.*/