From Paul Martz, typos and spelling fixes
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@@ -19,15 +19,13 @@
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namespace osg {
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/** ClearNode is a Group node which controls the clearing of the color and depth
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* buffers at the start of each frame.
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* The earth sky by default is empty and simply holds the clear color of
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* the background. However, if the uses wants to add their own clearing of
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* the color and depth buffers then the children can be added, and the
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* background clear turned off. The ClearNode by default has StateSet attached
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* to it which sets the default ClearNode bin number to -1, so that all drawables
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* below it are placed in a separate bin from the rest of the scene graph, and
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* are rendered prior to standard opaque and transparent drawables.
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/** A Group node for clearing the color and depth buffers. Use setClearColor
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* to change the clear color, and setRequiresClear to disable/enable the call
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* clearing. You might want to disable clearing if you perform your clear by
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* drawing fullscreen geometry. If you do this, add child nodes to perform
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* such drawing. The default StateSet associated with this node places
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* children in render bin -1 to ensure that children are rendered prior to
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* the rest of the scene graph.
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*/
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class SG_EXPORT ClearNode : public Group
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{
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@@ -43,16 +41,16 @@ class SG_EXPORT ClearNode : public Group
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META_Node(osg, ClearNode);
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/** Sets the flag which control whether a glClear is required at the beginning of each frame. */
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/** Enable/disable clearing via glClear. */
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inline void setRequiresClear(bool requiresClear) { _requiresClear = requiresClear; }
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/** Gets the flag which control whether a glClear is required at the beginning of each frame. */
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/** Gets whether clearing is enabled or disabled. */
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inline bool getRequiresClear() const { return _requiresClear; }
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/** Sets the clear color. */
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/** Sets the clear color. */
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inline void setClearColor(const Vec4& color) { _clearColor = color; }
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/** Returns the clear color. */
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/** Returns the clear color. */
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inline const Vec4& getClearColor() const { return _clearColor; }
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protected :
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