Code comments, log strings and some variable spell fixes.
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committed by
Robert Osfield
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300ba7aa02
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2ade061ced
@@ -32,7 +32,7 @@ using namespace osgShadow;
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#if defined( DEBUG ) || defined( _DEBUG ) || defined( _DEBUG_ )
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// ConvexPolyhedron may produce tons of warnings when it becomes non convex.
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// Unfortuantely this condition often happens in daily routine of shadow usage
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// Unfortunately this condition often happens in daily routine of shadow usage
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// due precision errors mixed with repeating frustum cuts performed by MinimalShadowClasses.
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// However, in most of above cases this condition is not fatal
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// because polyhedron becomes concave by very small margin (measuring deep the hole).
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@@ -301,7 +301,7 @@ void ConvexPolyhedron::transform(const osg::Matrix& matrix, const osg::Matrix& i
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}
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// Perpective transforms and lack of precision
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// occasionaly cause removal of some points
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// occasionally cause removal of some points
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removeDuplicateVertices( );
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@@ -637,7 +637,7 @@ void ConvexPolyhedron::transformClip(const osg::Matrix& matrix, const osg::Matri
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}
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// Perpective transforms and lack of precision
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// occasionaly cause removal of some points
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// occasionally cause removal of some points
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removeDuplicateVertices( );
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@@ -35,7 +35,7 @@
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using namespace osgShadow;
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////////////////////////////////////////////////////////////////////////////////
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// There are two slightly differing implemetations available on
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// There are two slightly differing implementations available on
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// "Light Space Perspective Shadow Maps" page. One from 2004 and other from 2006.
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// Our implementation is written in two versions based on these solutions.
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////////////////////////////////////////////////////////////////////////////////
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@@ -372,7 +372,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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double n = (z_n+sqrt(z_f*z_n))/sinGamma;
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#if ROBERTS_TEST_CHANGES
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// clamp the localtion of p so that it isn't too close to the eye as to cause problems
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// clamp the location of p so that it isn't too close to the eye as to cause problems
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float minRatio=0.02;
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if (n<d*minRatio)
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{
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@@ -1854,7 +1854,7 @@ struct RenderLeafBounds
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else
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{
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// no modelview matrix (such as when LightPointNode is in the scene graph) so assume
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// that modelview matrix is indentity.
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// that modelview matrix is identity.
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light_mvp = light_p;
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}
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// OSG_INFO<<"Computing new light_mvp "<<light_mvp<<std::endl;
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