Code comments, log strings and some variable spell fixes.

This commit is contained in:
Alberto Luaces
2020-10-28 17:05:06 +01:00
committed by Robert Osfield
parent 300ba7aa02
commit 2ade061ced
88 changed files with 143 additions and 143 deletions

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@@ -32,7 +32,7 @@ using namespace osgShadow;
#if defined( DEBUG ) || defined( _DEBUG ) || defined( _DEBUG_ )
// ConvexPolyhedron may produce tons of warnings when it becomes non convex.
// Unfortuantely this condition often happens in daily routine of shadow usage
// Unfortunately this condition often happens in daily routine of shadow usage
// due precision errors mixed with repeating frustum cuts performed by MinimalShadowClasses.
// However, in most of above cases this condition is not fatal
// because polyhedron becomes concave by very small margin (measuring deep the hole).
@@ -301,7 +301,7 @@ void ConvexPolyhedron::transform(const osg::Matrix& matrix, const osg::Matrix& i
}
// Perpective transforms and lack of precision
// occasionaly cause removal of some points
// occasionally cause removal of some points
removeDuplicateVertices( );
@@ -637,7 +637,7 @@ void ConvexPolyhedron::transformClip(const osg::Matrix& matrix, const osg::Matri
}
// Perpective transforms and lack of precision
// occasionaly cause removal of some points
// occasionally cause removal of some points
removeDuplicateVertices( );

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@@ -35,7 +35,7 @@
using namespace osgShadow;
////////////////////////////////////////////////////////////////////////////////
// There are two slightly differing implemetations available on
// There are two slightly differing implementations available on
// "Light Space Perspective Shadow Maps" page. One from 2004 and other from 2006.
// Our implementation is written in two versions based on these solutions.
////////////////////////////////////////////////////////////////////////////////
@@ -372,7 +372,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
double n = (z_n+sqrt(z_f*z_n))/sinGamma;
#if ROBERTS_TEST_CHANGES
// clamp the localtion of p so that it isn't too close to the eye as to cause problems
// clamp the location of p so that it isn't too close to the eye as to cause problems
float minRatio=0.02;
if (n<d*minRatio)
{

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@@ -1854,7 +1854,7 @@ struct RenderLeafBounds
else
{
// no modelview matrix (such as when LightPointNode is in the scene graph) so assume
// that modelview matrix is indentity.
// that modelview matrix is identity.
light_mvp = light_p;
}
// OSG_INFO<<"Computing new light_mvp "<<light_mvp<<std::endl;