misc. typo fixes
mostly non-user-facing but some doxy.
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@@ -32,10 +32,10 @@
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/// with a different texture. Generally speaking in broad terms
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/// driver overhead tends to be a huge bottle neck on modern
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/// hardware (as of late 2016). By using bindless textures
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/// we can remove alot of calls to the driver to switch active
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/// we can remove a lot of calls to the driver to switch active
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/// textures while rendering. What this also allows us to do
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/// is to consolidate more objects + draw states as we do
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/// not need to change textures, this save us alot of calls to
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/// not need to change textures, this save us a lot of calls to
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/// the driver.
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///
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/// This example combines instancing with bindless textures
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@@ -43,7 +43,7 @@
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/// a pretty simplified example, where each instance ID is
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/// used as a index into the array of textures.
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///
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/// One of the powerfull things about bindless textures is it allows
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/// One of the powerful things about bindless textures is it allows
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/// many more objects to be combined into a single drawable.
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/// However to do this you may need to add an attribute to
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/// use an index into the array of texture handles, and not
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@@ -261,7 +261,7 @@ void BindlessTexture::setBidlessIndex(unsigned int index){
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_bindlessIndex = index;
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}
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/// Just as the name suggest this should be called once per
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/// context, durring its lifetime. This basically
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/// context, during its lifetime. This basically
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/// just sets up our texture handles, and loads them
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/// into our UBO. A good portion of this was copied from
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/// Texture2D::apply, this is in no ways a general solution.
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@@ -326,7 +326,7 @@ void BindlessTexture::apply(osg::State& state) const
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applyOnce(state);
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_isBound[contextID] = true;
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}else{
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//we should mostly hit this durring the lifetime of this object,
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//we should mostly hit this during the lifetime of this object,
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//note we basically do nothing......
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}
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}
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@@ -46,7 +46,7 @@ class Receiver
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// Define what port to listen and bind to
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void setPort( const short port );
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// Sync does a blocking wait to recieve next message
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// Sync does a blocking wait to receive next message
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unsigned int sync( void );
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private :
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@@ -124,7 +124,7 @@ 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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@@ -613,7 +613,7 @@ public:
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// to be deleted and re-recreated.
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//
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// The load/subload happens during the draw traversal so doesn't happen on
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// the setImage which just updates internal pointers and modifed flags.
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// the setImage which just updates internal pointers and modified flags.
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_texture->setImage(_imageList[_currPos].get());
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@@ -70,7 +70,7 @@
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* This class packs a lot of functionality that you might not expect from a "Viewer".
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* The reason is that Mac users have high expectations of their applications, so things
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* that might not even be considered on other platforms (like drag-and-drop), are almost
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* a requirment on Mac OS X.
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* a requirement on Mac OS X.
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* The good news is that this class can almost be used as a template for other purposes.
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* If you are looking for the bare minimum code needed, focus your attention on
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* the init* routines and drawRect.
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@@ -782,7 +782,7 @@ A -respondsToSelector: check has been used to provide compatibility with previou
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}
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// This is a job for Mighty Mouse!
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// For the most fluid experience turn on 360 degree mode availble in 10.4.8+.
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// For the most fluid experience turn on 360 degree mode available in 10.4.8+.
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// With your Mighty Mouse plugged in,
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// open 'Keyboard & Mouse' in 'System Preferences'.
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// Select the 'Mouse' tab.
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@@ -796,7 +796,7 @@ A -respondsToSelector: check has been used to provide compatibility with previou
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// This this call does nothing.
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// theViewer->getEventQueue()->mouseScroll2D([the_event deltaX], [the_event deltaY]);
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// With the absense of a useful mouseScroll2D API, we can manually simulate the desired effect.
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// With the absence of a useful mouseScroll2D API, we can manually simulate the desired effect.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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theViewer->getEventQueue()->mouseButtonPress(converted_point.x, converted_point.y, 1);
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