Code comments, log strings and some variable spell fixes.
This commit is contained in:
committed by
Robert Osfield
parent
300ba7aa02
commit
2ade061ced
@@ -106,7 +106,7 @@ void FixedFunctionTechnique::init()
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if (_volumeTile->getLayer()==0)
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{
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OSG_NOTICE<<"FixedFunctionTechnique::init(), error no layer assigend to volume tile."<<std::endl;
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OSG_NOTICE<<"FixedFunctionTechnique::init(), error no layer assigned to volume tile."<<std::endl;
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return;
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}
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@@ -399,7 +399,7 @@ void MultipassTechnique::init()
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if (_volumeTile->getLayer()==0)
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{
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OSG_NOTICE<<"MultipassTechnique::init(), error no layer assigend to volume tile."<<std::endl;
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OSG_NOTICE<<"MultipassTechnique::init(), error no layer assigned to volume tile."<<std::endl;
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return;
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}
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@@ -1066,15 +1066,15 @@ void MultipassTechnique::cull(osgUtil::CullVisitor* cv)
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switch(renderingMode)
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{
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case(CUBE):
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// OSG_NOTICE<<"Travering Transform for CUBE rendering"<<std::endl;
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// OSG_NOTICE<<"Traversing Transform for CUBE rendering"<<std::endl;
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_transform->accept(*cv);
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break;
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case(HULL):
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// OSG_NOTICE<<"Travering children for HULL rendering"<<std::endl;
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// OSG_NOTICE<<"Traversing children for HULL rendering"<<std::endl;
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getVolumeTile()->osg::Group::traverse(*cv);
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break;
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case(CUBE_AND_HULL):
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// OSG_NOTICE<<"Travering Transform for CUBE_AND_HULL rendering"<<std::endl;
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// OSG_NOTICE<<"Traversing Transform for CUBE_AND_HULL rendering"<<std::endl;
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_transform->accept(*cv);
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//getVolumeTile()->osg::Group::traverse(*cv);
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break;
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@@ -63,7 +63,7 @@ void RayTracedTechnique::init()
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if (_volumeTile->getLayer()==0)
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{
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OSG_NOTICE<<"RayTracedTechnique::init(), error no layer assigend to volume tile."<<std::endl;
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OSG_NOTICE<<"RayTracedTechnique::init(), error no layer assigned to volume tile."<<std::endl;
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return;
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}
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@@ -23,7 +23,7 @@ char volume_multipass_cube_and_hull_frag[] = "#version 110\n"
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" fragColor = mix(scene_color, fragColor, fragColor.a);\n"
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" if (fragColor.a>=1.0) return fragColor;\n"
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"\n"
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" // compute rear segement color and blend with accumulated_color\n"
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" // compute rear segment color and blend with accumulated_color\n"
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" return mix( fragColor, computeRayColor(fragColor, px, py, depth_start, scene_depth), transparencyFactor);\n"
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" }\n"
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" else\n"
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@@ -39,7 +39,7 @@ char volume_multipass_cube_and_hull_frag[] = "#version 110\n"
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" fragColor = mix(scene_color, fragColor, fragColor.a);\n"
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" if (fragColor.a>=1.0) return fragColor;\n"
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"\n"
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" // compute rear segement color and blend with accumulated_color\n"
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" // compute rear segment color and blend with accumulated_color\n"
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" return computeRayColor(fragColor, px, py, depth_start, scene_depth) * transparencyFactor;\n"
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" }\n"
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" else\n"
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@@ -78,7 +78,7 @@ char volume_multipass_cube_and_hull_frag[] = "#version 110\n"
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"\n"
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" if (back_depth<gl_FragCoord.z)\n"
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" {\n"
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" // segment front_depth to 0.0, exterior transparancy\n"
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" // segment front_depth to 0.0, exterior transparency\n"
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" // segment back_depth to front_depth, interior transparency\n"
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" // segment gl_FragCoord.z to back_depth, exterior transparency\n"
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" fragColor = computeSegment(fragColor, gl_FragCoord.x, gl_FragCoord.y, front_depth, 0.0, ExteriorTransparencyFactorValue, color, texture_depth);\n"
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@@ -93,8 +93,8 @@ char volume_multipass_cube_and_hull_frag[] = "#version 110\n"
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" }\n"
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" else if (front_depth<gl_FragCoord.z)\n"
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" {\n"
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" // segment front_depth to 0, exterior transparancy\n"
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" // segement gl_FragCoord.z to front_depth, interior transparancy\n"
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" // segment front_depth to 0, exterior transparency\n"
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" // segment gl_FragCoord.z to front_depth, interior transparency\n"
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" // back_depth behind gl_FragCoord.z so clipped out by cube and not required.\n"
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" fragColor = computeSegment(fragColor, gl_FragCoord.x, gl_FragCoord.y, front_depth, 0.0, ExteriorTransparencyFactorValue, color, texture_depth);\n"
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" if (fragColor.a<1.0)\n"
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