From Paul Martz, speeling fixes for Tessellator/Tessellation.
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@@ -154,6 +154,14 @@ BEGIN_OBJECT_REFLECTOR(osgText::Font)
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__C5_FontImplementation_P1__getImplementation,
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"",
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"");
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I_Method1(void, setThreadSafeRefUnref, IN, bool, threadSafe,
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__void__setThreadSafeRefUnref__bool,
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"Set whether to use a mutex to ensure ref() and unref() are thread safe. ",
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"");
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I_Method1(void, resizeGLObjectBuffers, IN, unsigned int, maxSize,
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__void__resizeGLObjectBuffers__unsigned_int,
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"Resize any per context GLObject buffers to specified size. ",
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"");
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I_MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, state, 0,
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__void__releaseGLObjects__osg_State_P1,
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"If State is non-zero, this function releases OpenGL objects for the specified graphics context. ",
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@@ -191,6 +199,9 @@ BEGIN_OBJECT_REFLECTOR(osgText::Font)
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I_SimpleProperty(unsigned int, TextureWidthHint,
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__unsigned_int__getTextureWidthHint,
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0);
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I_SimpleProperty(bool, ThreadSafeRefUnref,
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0,
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__void__setThreadSafeRefUnref__bool);
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END_REFLECTOR
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BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgText::Font::FontImplementation)
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@@ -396,9 +407,20 @@ BEGIN_OBJECT_REFLECTOR(osgText::Font::GlyphTexture)
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__void__apply__osg_State_R1,
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"Bind the texture object. ",
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"If the texture object hasn't already been compiled, create the texture mipmap levels. ");
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I_Method1(void, setThreadSafeRefUnref, IN, bool, threadSafe,
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__void__setThreadSafeRefUnref__bool,
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"Set whether to use a mutex to ensure ref() and unref() are thread safe. ",
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"");
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I_Method1(void, resizeGLObjectBuffers, IN, unsigned int, maxSize,
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__void__resizeGLObjectBuffers__unsigned_int,
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"Resize any per context GLObject buffers to specified size. ",
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"");
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I_SimpleProperty(unsigned int, GlyphImageMargin,
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__unsigned_int__getGlyphImageMargin,
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__void__setGlyphImageMargin__unsigned_int);
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I_SimpleProperty(bool, ThreadSafeRefUnref,
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0,
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__void__setThreadSafeRefUnref__bool);
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END_REFLECTOR
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BEGIN_ENUM_REFLECTOR(osgText::KerningType)
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