Typo fixes

This commit is contained in:
Alberto Luaces
2016-05-30 12:30:05 +01:00
committed by Robert Osfield
parent 307001391f
commit 260cbab518
40 changed files with 56 additions and 56 deletions

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@@ -129,7 +129,7 @@ struct ExampleTimelineUsage : public osgGA::GUIEventHandler
if (_releaseKey) // we hit a key and release it execute an action
{
osgAnimation::Timeline* tml = _manager->getTimeline();
// dont play if already playing
// don't play if already playing
if (!tml->isActive(_scratchNose.get()))
{
// add this animation on top of two other

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@@ -491,7 +491,7 @@ int main( int argc, char **argv )
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
// report any errors if they have occurred when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
@@ -541,7 +541,7 @@ int main( int argc, char **argv )
CameraPacket *cp = new CameraPacket;
// objects for managing the broadcasting and recieving of camera packets.
// objects for managing the broadcasting and receiving of camera packets.
Broadcaster bc;
Receiver rc;

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@@ -46,7 +46,7 @@
#endif
// each instance type may have max 8 LODs ( if you change
// this value, dont forget to change it in vertex shaders accordingly )
// this value, don't forget to change it in vertex shaders accordingly )
const unsigned int OSGGPUCULL_MAXIMUM_LOD_NUMBER = 8;
// during culling each instance may be sent to max 4 indirect targets
const unsigned int OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER = 4;
@@ -673,7 +673,7 @@ osg::Node* createInstanceTree(const std::vector<T>& instances, const osg::Boundi
}
// Texture buffers holding information about the number of instances to render ( named "indirect command
// texture buffers", or simply - indirect commands ) must reset instance number to 0 in the beggining of each frame.
// texture buffers", or simply - indirect commands ) must reset instance number to 0 in the beginning of each frame.
// It is done by simple texture reload from osg::Image.
// Moreover - texture buffers that use texture images ( i mean "images" as defined in ARB_shader_image_load_store extension )
// should call glBindImageTexture() before every shader that uses imageLoad(), imageStore() and imageAtomic*() GLSL functions.
@@ -1231,7 +1231,7 @@ struct AnimateObjectsCallback : public osg::DrawableUpdateCallback
}
void setRotationUsingRotSpeed( unsigned int index, unsigned int boneIndex, const osg::Matrix& zeroMatrix, double currentTime, double rotSpeed )
{
// setRotationUsingRotSpeed() is a very unoptimally writen ( because it uses osg::Matrix::inverse() ),
// setRotationUsingRotSpeed() is a very unoptimally written ( because it uses osg::Matrix::inverse() ),
// and that is done on purpose : in real life scenario functions making updates may take long time
// to calculate new object positions due to sophisticated physics models, geometry intersections etc.
osg::Matrix mRot = osg::Matrix::rotate( fmod( 2.0 * osg::PI * rotSpeed * currentTime,2.0*osg::PI) , osg::Vec3(0.0,0.0,1.0) );

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@@ -264,7 +264,7 @@ int main( int argc, char **argv )
impostor->setRange(0,0.0f,1e7f);
impostor->setCenter(bs.center());
// impostor specfic settings.
// impostor specific settings.
impostor->setImpostorThresholdToBound(5.0f);
model = impostor;

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@@ -174,7 +174,7 @@ void PhotoArchive::buildArchive(const std::string& filename, const FileNameList&
// open up the archive for writing to
osgDB::ofstream out(filename.c_str(), std::ios::out | std::ios::binary);
// write out file indentifier.
// write out file identifier.
out.write(FILE_IDENTIFER.c_str(),FILE_IDENTIFER.size());
unsigned int numPhotos = photoIndex.size();

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@@ -193,7 +193,7 @@ Page::Page(Album* album, unsigned int pageNo, const std::string& frontFileName,
osgDB::ReaderWriter* readerWriter = osgDB::Registry::instance()->getReaderWriterForExtension("gdal");
if (!readerWriter)
{
std::cout<<"Error: GDAL plugin not available, cannot preceed with database creation"<<std::endl;
std::cout<<"Error: GDAL plugin not available, cannot proceed with database creation"<<std::endl;
}
_switch = new osg::Switch;

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@@ -82,8 +82,8 @@ int main( int argc, char **argv )
arguments.getApplicationUsage()->addCommandLineOption("--particleColour <red> <green> <blue> <alpha>","");
arguments.getApplicationUsage()->addCommandLineOption("--wind <x> <y> <z>","Set the wind speed in model coordinates");
arguments.getApplicationUsage()->addCommandLineOption("--particleSpeed <float>","Set the particle speed");
arguments.getApplicationUsage()->addCommandLineOption("--nearTransition <distance>","Set the near transistion distance");
arguments.getApplicationUsage()->addCommandLineOption("--farTransition <distance>","Set the far transistion distance");
arguments.getApplicationUsage()->addCommandLineOption("--nearTransition <distance>","Set the near transition distance");
arguments.getApplicationUsage()->addCommandLineOption("--farTransition <distance>","Set the far transition distance");
arguments.getApplicationUsage()->addCommandLineOption("--particleDensity <density>","Set the particle density");
arguments.getApplicationUsage()->addCommandLineOption("--cellSize <x> <y> <z>","Set the cell size in model coordinates");
arguments.getApplicationUsage()->addCommandLineOption("--fogDensity <density>","Set the fog density");

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@@ -299,7 +299,7 @@ int main(int argc, char** argv)
// if (pi.setProperty(presentation.get(), "Matrix", osg::Matrixd::scale(1.0,2.0,2.0)))
if (pi.setProperty(presentation.get(), "Matrix", osg::Matrixd::scale(2.0,2.0,2.0)))
{
OSG_NOTICE<<"setProperty(..,Matrix) succedded."<<std::endl;
OSG_NOTICE<<"setProperty(..,Matrix) succeeded."<<std::endl;
}
else
{

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@@ -240,7 +240,7 @@ osg::Node* createMirroredScene(osg::Node* model)
// create a Transform which flips the loaded model about the z axis
// relative to the mirror node, the loadedModel is added to the
// Transform so now appears twice in the scene, but is shared so there
// is negligable memory overhead. Also use an osg::StateSet
// is negligible memory overhead. Also use an osg::StateSet
// attached to the Transform to override the face culling on the subgraph
// to prevert an 'inside' out view of the reflected model.
// set up the stencil ops so that only operator on this mirrors stencil value.

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@@ -17,7 +17,7 @@
*/
/*
The code below is to show how a heirarchy of objects can be made within a scenegraph.
The code below is to show how a hierarchy of objects can be made within a scenegraph.
In other words, how there can be a parent/child relationship between objects such
that when a parent is rotated or translated, the children move is respect to it's
parent movement. A robotic arm is used in this example because this is what I'm

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@@ -549,7 +549,7 @@ namespace ModelThree
shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 3.0f, 0.0f), radius, height), hints.get());
shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
shape->setName("red cyclinder");
shape->setName("red cylinder");
geode_2->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 3.0f), 2.0f, 2.0f, 0.1f), hints.get());

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@@ -157,7 +157,7 @@ int main( int argc, char **argv )
osgUtil::Simplifier simplifier(ratio, maxError);
std::cout<<"Runing osgUtil::Simplifier with SampleRatio="<<ratio<<" maxError="<<maxError<<" ...";
std::cout<<"Running osgUtil::Simplifier with SampleRatio="<<ratio<<" maxError="<<maxError<<" ...";
std::cout.flush();
osg::ref_ptr<osg::Node> root = (osg::Node*)loadedModel->clone(osg::CopyOp::DEEP_COPY_ALL);

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@@ -395,7 +395,7 @@ int main(int argc, char **argv)
csn->removeChildren(0, csn->getNumChildren());
csn->addChild(overlayNode.get());
// tell the overlay node to continously update its overlay texture
// tell the overlay node to continuously update its overlay texture
// as we know we'll be tracking a moving target.
overlayNode->setContinuousUpdate(true);
}

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@@ -250,7 +250,7 @@ class Teapot : public osg::Drawable
{
osg::BoundingBox bbox;
// follow is some truely horrible code required to calculate the
// follow is some truly horrible code required to calculate the
// bounding box of the teapot. Have used the original code above to do
// help compute it.
float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];

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@@ -231,7 +231,7 @@ public:
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(8.0f)");
_maxAnisotropyList.push_back(16.0f);
_textList.push_back("Higest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)");
_textList.push_back("Highest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)");
setValues();
}
@@ -544,7 +544,7 @@ public:
subImage->setImage(originalImage->s()/2, originalImage->t()/2, originalImage->r(), // half the width and height
originalImage->getInternalTextureFormat(), // same internal texture format
originalImage->getPixelFormat(),originalImage->getDataType(), // same pixel foramt and data type
originalImage->data(originalImage->s()/4,originalImage->t()/4), // offset teh start point to 1/4 into the image
originalImage->data(originalImage->s()/4,originalImage->t()/4), // offset the start point to 1/4 into the image
osg::Image::NO_DELETE, // don't attempt to delete the image data, leave this to the originalImage
originalImage->getPacking(), // use the same packing
originalImage->s()); // use the width of the original image as the row width

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@@ -81,7 +81,7 @@ osg::StateSet* createState()
// set up the 3d texture itself,
// note, well set the filtering up so that mip mapping is disabled,
// gluBuild3DMipsmaps doesn't do a very good job of handled the
// inbalanced dimensions of the 256x256x4 texture.
// imbalanced dimensions of the 256x256x4 texture.
osg::Texture3D* texture3D = new osg::Texture3D;
texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);

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@@ -45,7 +45,7 @@
#include <iostream>
float refract = 1.02; // ratio of indicies of refraction
float refract = 1.02; // ratio of indices of refraction
float fresnel = 0.2; // Fresnel multiplier

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@@ -266,7 +266,7 @@ osg::Node * CreateAdvancedHierarchy( osg::Node * model )
PerFragmentDirectionalLightingFragmentShaderSource );
}
// Additionaly set bottom left model texture to procedural blue to
// Additionally set bottom left model texture to procedural blue to
// better observe smooth speculars done through per pixel lighting
if( 1 )
{
@@ -279,7 +279,7 @@ osg::Node * CreateAdvancedHierarchy( osg::Node * model )
ProceduralBlueTextureFragmentShaderSource );
}
// Additionaly change texture mapping to SphereMAp in bottom right model
// Additionally change texture mapping to SphereMAp in bottom right model
if( 1 )
{
AddLabel( transformRightBottom, "EnvMap Sphere VP", offset );

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@@ -8,7 +8,7 @@
const unsigned int MASK_2D = 0xF0000000;
// This examples demonstrates the use of an osgWidget::Table, which differs from a Box in
// many ways. First and foremost, a Table's size is intially known, whereas a Box can be
// many ways. First and foremost, a Table's size is initially known, whereas a Box can be
// dynamically added to. Secondly, a table is matrix Layout, with both vertical and
// horizontal placement cells. A Box, on the other hand, can only be vertical or horizontal.