Fixes to typo of *Dirty()
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@@ -199,7 +199,7 @@ class SG_EXPORT Texture : public osg::StateAttribute
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// return _modifiedTag[contextID];
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// }
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//
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// inline uint& getTextureParameterDity(uint contextID) const
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// inline uint& getTextureParameterDirty(uint contextID) const
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// {
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// // pad out handle list if required.
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// if (_texParametersDirtyList.size()<=contextID)
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@@ -224,7 +224,7 @@ class SG_EXPORT Texture : public osg::StateAttribute
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return _modifiedTag[contextID];
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}
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inline uint& getTextureParameterDity(uint contextID) const
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inline uint& getTextureParameterDirty(uint contextID) const
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{
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// get the dirty flag for the current contextID.
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return _texParametersDirtyList[contextID];
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@@ -305,7 +305,7 @@ void Texture::applyTexParameters(GLenum target, State& state) const
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glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, _borderColor.ptr());
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}
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getTextureParameterDity(state.getContextID()) = false;
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getTextureParameterDirty(state.getContextID()) = false;
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}
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@@ -85,7 +85,7 @@ void Texture1D::apply(State& state) const
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{
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glBindTexture( GL_TEXTURE_1D, handle );
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if (getTextureParameterDity(state.getContextID())) applyTexParameters(GL_TEXTURE_1D,state);
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if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_1D,state);
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if (_subloadCallback.valid())
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{
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@@ -88,7 +88,7 @@ void Texture2D::apply(State& state) const
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{
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glBindTexture( GL_TEXTURE_2D, handle );
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if (getTextureParameterDity(state.getContextID())) applyTexParameters(GL_TEXTURE_2D,state);
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if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_2D,state);
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if (_subloadCallback.valid())
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{
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@@ -102,7 +102,7 @@ void Texture3D::apply(State& state) const
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{
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glBindTexture( GL_TEXTURE_3D, handle );
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if (getTextureParameterDity(state.getContextID())) applyTexParameters(GL_TEXTURE_3D,state);
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if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_3D,state);
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if (_subloadCallback.valid())
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{
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@@ -191,7 +191,7 @@ void TextureCubeMap::apply(State& state) const
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if (handle != 0)
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{
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glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
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if (getTextureParameterDity(state.getContextID())) applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
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if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
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if (_subloadCallback.valid())
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{
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