Typo fixes
This commit is contained in:
committed by
Robert Osfield
parent
307001391f
commit
260cbab518
@@ -129,7 +129,7 @@ struct ExampleTimelineUsage : public osgGA::GUIEventHandler
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if (_releaseKey) // we hit a key and release it execute an action
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{
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osgAnimation::Timeline* tml = _manager->getTimeline();
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// dont play if already playing
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// don't play if already playing
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if (!tml->isActive(_scratchNose.get()))
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{
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// add this animation on top of two other
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@@ -491,7 +491,7 @@ int main( int argc, char **argv )
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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// report any errors if they have occurred when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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@@ -541,7 +541,7 @@ int main( int argc, char **argv )
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CameraPacket *cp = new CameraPacket;
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// objects for managing the broadcasting and recieving of camera packets.
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// objects for managing the broadcasting and receiving of camera packets.
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Broadcaster bc;
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Receiver rc;
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@@ -46,7 +46,7 @@
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#endif
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// each instance type may have max 8 LODs ( if you change
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// this value, dont forget to change it in vertex shaders accordingly )
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// this value, don't forget to change it in vertex shaders accordingly )
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const unsigned int OSGGPUCULL_MAXIMUM_LOD_NUMBER = 8;
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// during culling each instance may be sent to max 4 indirect targets
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const unsigned int OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER = 4;
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@@ -673,7 +673,7 @@ osg::Node* createInstanceTree(const std::vector<T>& instances, const osg::Boundi
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}
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// Texture buffers holding information about the number of instances to render ( named "indirect command
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// texture buffers", or simply - indirect commands ) must reset instance number to 0 in the beggining of each frame.
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// texture buffers", or simply - indirect commands ) must reset instance number to 0 in the beginning of each frame.
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// It is done by simple texture reload from osg::Image.
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// Moreover - texture buffers that use texture images ( i mean "images" as defined in ARB_shader_image_load_store extension )
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// should call glBindImageTexture() before every shader that uses imageLoad(), imageStore() and imageAtomic*() GLSL functions.
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@@ -1231,7 +1231,7 @@ struct AnimateObjectsCallback : public osg::DrawableUpdateCallback
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}
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void setRotationUsingRotSpeed( unsigned int index, unsigned int boneIndex, const osg::Matrix& zeroMatrix, double currentTime, double rotSpeed )
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{
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// setRotationUsingRotSpeed() is a very unoptimally writen ( because it uses osg::Matrix::inverse() ),
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// setRotationUsingRotSpeed() is a very unoptimally written ( because it uses osg::Matrix::inverse() ),
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// and that is done on purpose : in real life scenario functions making updates may take long time
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// to calculate new object positions due to sophisticated physics models, geometry intersections etc.
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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 )
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impostor->setRange(0,0.0f,1e7f);
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impostor->setCenter(bs.center());
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// impostor specfic settings.
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// impostor specific settings.
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impostor->setImpostorThresholdToBound(5.0f);
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model = impostor;
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@@ -174,7 +174,7 @@ void PhotoArchive::buildArchive(const std::string& filename, const FileNameList&
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// open up the archive for writing to
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osgDB::ofstream out(filename.c_str(), std::ios::out | std::ios::binary);
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// write out file indentifier.
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// write out file identifier.
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out.write(FILE_IDENTIFER.c_str(),FILE_IDENTIFER.size());
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unsigned int numPhotos = photoIndex.size();
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@@ -193,7 +193,7 @@ Page::Page(Album* album, unsigned int pageNo, const std::string& frontFileName,
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osgDB::ReaderWriter* readerWriter = osgDB::Registry::instance()->getReaderWriterForExtension("gdal");
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if (!readerWriter)
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{
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std::cout<<"Error: GDAL plugin not available, cannot preceed with database creation"<<std::endl;
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std::cout<<"Error: GDAL plugin not available, cannot proceed with database creation"<<std::endl;
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}
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_switch = new osg::Switch;
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@@ -82,8 +82,8 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->addCommandLineOption("--particleColour <red> <green> <blue> <alpha>","");
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arguments.getApplicationUsage()->addCommandLineOption("--wind <x> <y> <z>","Set the wind speed in model coordinates");
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arguments.getApplicationUsage()->addCommandLineOption("--particleSpeed <float>","Set the particle speed");
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arguments.getApplicationUsage()->addCommandLineOption("--nearTransition <distance>","Set the near transistion distance");
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arguments.getApplicationUsage()->addCommandLineOption("--farTransition <distance>","Set the far transistion distance");
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arguments.getApplicationUsage()->addCommandLineOption("--nearTransition <distance>","Set the near transition distance");
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arguments.getApplicationUsage()->addCommandLineOption("--farTransition <distance>","Set the far transition distance");
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arguments.getApplicationUsage()->addCommandLineOption("--particleDensity <density>","Set the particle density");
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arguments.getApplicationUsage()->addCommandLineOption("--cellSize <x> <y> <z>","Set the cell size in model coordinates");
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arguments.getApplicationUsage()->addCommandLineOption("--fogDensity <density>","Set the fog density");
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@@ -299,7 +299,7 @@ int main(int argc, char** argv)
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// if (pi.setProperty(presentation.get(), "Matrix", osg::Matrixd::scale(1.0,2.0,2.0)))
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if (pi.setProperty(presentation.get(), "Matrix", osg::Matrixd::scale(2.0,2.0,2.0)))
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{
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OSG_NOTICE<<"setProperty(..,Matrix) succedded."<<std::endl;
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OSG_NOTICE<<"setProperty(..,Matrix) succeeded."<<std::endl;
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}
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else
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{
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@@ -240,7 +240,7 @@ osg::Node* createMirroredScene(osg::Node* model)
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// create a Transform which flips the loaded model about the z axis
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// relative to the mirror node, the loadedModel is added to the
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// Transform so now appears twice in the scene, but is shared so there
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// is negligable memory overhead. Also use an osg::StateSet
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// is negligible memory overhead. Also use an osg::StateSet
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// attached to the Transform to override the face culling on the subgraph
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// to prevert an 'inside' out view of the reflected model.
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// set up the stencil ops so that only operator on this mirrors stencil value.
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@@ -17,7 +17,7 @@
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*/
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/*
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The code below is to show how a heirarchy of objects can be made within a scenegraph.
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The code below is to show how a hierarchy of objects can be made within a scenegraph.
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In other words, how there can be a parent/child relationship between objects such
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that when a parent is rotated or translated, the children move is respect to it's
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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
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shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 3.0f, 0.0f), radius, height), hints.get());
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shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
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shape->setName("red cyclinder");
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shape->setName("red cylinder");
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geode_2->addDrawable(shape.get());
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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 )
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osgUtil::Simplifier simplifier(ratio, maxError);
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std::cout<<"Runing osgUtil::Simplifier with SampleRatio="<<ratio<<" maxError="<<maxError<<" ...";
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std::cout<<"Running osgUtil::Simplifier with SampleRatio="<<ratio<<" maxError="<<maxError<<" ...";
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std::cout.flush();
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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)
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csn->removeChildren(0, csn->getNumChildren());
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csn->addChild(overlayNode.get());
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// tell the overlay node to continously update its overlay texture
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// tell the overlay node to continuously update its overlay texture
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// as we know we'll be tracking a moving target.
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overlayNode->setContinuousUpdate(true);
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}
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@@ -250,7 +250,7 @@ class Teapot : public osg::Drawable
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{
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osg::BoundingBox bbox;
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// follow is some truely horrible code required to calculate the
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// follow is some truly horrible code required to calculate the
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// bounding box of the teapot. Have used the original code above to do
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// help compute it.
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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:
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_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(8.0f)");
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_maxAnisotropyList.push_back(16.0f);
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_textList.push_back("Higest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)");
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_textList.push_back("Highest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)");
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setValues();
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}
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@@ -544,7 +544,7 @@ public:
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subImage->setImage(originalImage->s()/2, originalImage->t()/2, originalImage->r(), // half the width and height
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originalImage->getInternalTextureFormat(), // same internal texture format
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originalImage->getPixelFormat(),originalImage->getDataType(), // same pixel foramt and data type
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originalImage->data(originalImage->s()/4,originalImage->t()/4), // offset teh start point to 1/4 into the image
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originalImage->data(originalImage->s()/4,originalImage->t()/4), // offset the start point to 1/4 into the image
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osg::Image::NO_DELETE, // don't attempt to delete the image data, leave this to the originalImage
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originalImage->getPacking(), // use the same packing
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originalImage->s()); // use the width of the original image as the row width
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@@ -81,7 +81,7 @@ osg::StateSet* createState()
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// set up the 3d texture itself,
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// note, well set the filtering up so that mip mapping is disabled,
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// gluBuild3DMipsmaps doesn't do a very good job of handled the
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// inbalanced dimensions of the 256x256x4 texture.
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// imbalanced dimensions of the 256x256x4 texture.
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osg::Texture3D* texture3D = new osg::Texture3D;
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texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
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texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
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@@ -45,7 +45,7 @@
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#include <iostream>
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float refract = 1.02; // ratio of indicies of refraction
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float refract = 1.02; // ratio of indices of refraction
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float fresnel = 0.2; // Fresnel multiplier
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@@ -266,7 +266,7 @@ osg::Node * CreateAdvancedHierarchy( osg::Node * model )
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PerFragmentDirectionalLightingFragmentShaderSource );
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}
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// Additionaly set bottom left model texture to procedural blue to
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// Additionally set bottom left model texture to procedural blue to
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// better observe smooth speculars done through per pixel lighting
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if( 1 )
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{
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@@ -279,7 +279,7 @@ osg::Node * CreateAdvancedHierarchy( osg::Node * model )
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ProceduralBlueTextureFragmentShaderSource );
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}
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// Additionaly change texture mapping to SphereMAp in bottom right model
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// Additionally change texture mapping to SphereMAp in bottom right model
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if( 1 )
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{
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AddLabel( transformRightBottom, "EnvMap Sphere VP", offset );
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@@ -8,7 +8,7 @@
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const unsigned int MASK_2D = 0xF0000000;
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// This examples demonstrates the use of an osgWidget::Table, which differs from a Box in
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// many ways. First and foremost, a Table's size is intially known, whereas a Box can be
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// many ways. First and foremost, a Table's size is initially known, whereas a Box can be
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// dynamically added to. Secondly, a table is matrix Layout, with both vertical and
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// horizontal placement cells. A Box, on the other hand, can only be vertical or horizontal.
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