From Paul Martz, speeling fixes for Tessellator/Tessellation.
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@@ -23,7 +23,7 @@
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namespace osg {
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/** Describe several hints that can be passed to a tesselator (like the one used
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/** Describe several hints that can be passed to a Tessellator (like the one used
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* by \c ShapeDrawable) as a mean to try to influence the way it works.
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*/
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class TessellationHints : public Object
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@@ -38,11 +38,11 @@ class OSGSIM_EXPORT Optimizer
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enum OptimizationOptions
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{
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TESSELATE_POLYGON = 0x001,
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TESSELLATE_POLYGON = 0x001,
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MERGE_GEODES = 0x002,
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MAKE_LIT = 0x004,
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DEFAULT_OPTIMIZATIONS = TESSELATE_POLYGON | MERGE_GEODES,
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ALL_OPTIMIZATIONS = TESSELATE_POLYGON | MERGE_GEODES
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DEFAULT_OPTIMIZATIONS = TESSELLATE_POLYGON | MERGE_GEODES,
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ALL_OPTIMIZATIONS = TESSELLATE_POLYGON | MERGE_GEODES
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};
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@@ -59,12 +59,12 @@ class OSGSIM_EXPORT Optimizer
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public:
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class OSGSIM_EXPORT TesselateVisitor : public osg::NodeVisitor
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class OSGSIM_EXPORT TessellateVisitor : public osg::NodeVisitor
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{
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public:
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/// default to traversing all children.
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TesselateVisitor() :
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TessellateVisitor() :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
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virtual void apply(osg::Geode& geode);
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@@ -73,7 +73,7 @@ public:
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/** Add vertices and constraint loops from dco
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* Can be used to generate extra vertices where dco crosses 'this' using
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* osgUtil::tessellator to insert overlap vertices.
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* osgUtil::Tessellator to insert overlap vertices.
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*/
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void merge(DelaunayConstraint *dco);
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@@ -89,7 +89,7 @@ public:
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virtual bool contains(const osg::Vec3 testpoint) const;
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virtual bool outside(const osg::Vec3 testpoint) const;
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/** Tesselate the constraint loops so that the crossing points are interpolated
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/** Tessellate the constraint loops so that the crossing points are interpolated
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* and added to the contraints for the triangulation. */
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void handleOverlaps(void);
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@@ -35,7 +35,7 @@ class OSGUTIL_EXPORT Hit
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* A Hit is always on a surface as rendered by the Open Scene Graph scene (usually
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* a triangle or other primitive, but a special hit handler could return a
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* different value perhaps: a sphere shape might return a Hit on the true sphere
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* rather than the approximate tesselated sphere rendered.
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* rather than the approximate tessellated sphere rendered.
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*/
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public:
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@@ -77,7 +77,7 @@ class OSGUTIL_EXPORT Optimizer
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SPATIALIZE_GROUPS = 0x080,
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COPY_SHARED_NODES = 0x100,
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TRISTRIP_GEOMETRY = 0x200,
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TESSELATE_GEOMETRY = 0x400,
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TESSELLATE_GEOMETRY = 0x400,
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OPTIMIZE_TEXTURE_SETTINGS = 0x800,
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MERGE_GEODES = 0x1000,
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FLATTEN_BILLBOARDS = 0x2000,
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@@ -353,16 +353,16 @@ class OSGUTIL_EXPORT Optimizer
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};
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/** Tesselate all geodes, to remove POLYGONS.*/
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class OSGUTIL_EXPORT TesselateVisitor : public BaseOptimizerVisitor
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/** Tessellate all geodes, to remove POLYGONS.*/
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class OSGUTIL_EXPORT TessellateVisitor : public BaseOptimizerVisitor
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{
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public:
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typedef std::set<osg::Group*> GroupList;
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GroupList _groupList;
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TesselateVisitor(Optimizer* optimizer=0):
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BaseOptimizerVisitor(optimizer, TESSELATE_GEOMETRY) {}
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TessellateVisitor(Optimizer* optimizer=0):
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BaseOptimizerVisitor(optimizer, TESSELLATE_GEOMETRY) {}
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virtual void apply(osg::Geode& geode);
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