From Chris Hanson, typo and comment clean ups
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@@ -36,7 +36,7 @@ osg::StateSet* getSingletonLightPointSystemSet()
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if (!s_stateset)
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{
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s_stateset = new osg::StateSet;
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// force light point nodes to be drawn after everything else by picking a renderin bin number after
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// force light point nodes to be drawn after everything else by picking a rendering bin number after
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// the transparent bin.
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s_stateset->setRenderBinDetails(20,"DepthSortedBin");
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}
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@@ -147,7 +147,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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#endif
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// should we disabled small feature culling here?
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// should we disable small feature culling here?
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if (cv /*&& !cv->isCulled(_bbox)*/)
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{
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@@ -158,7 +158,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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if (rg->leaves_empty())
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{
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// this is first leaf to be added to StateGraph
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// and therefore should not already know to current render bin,
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// and therefore should not already know current render bin,
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// so need to add it.
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cv->getCurrentRenderBin()->addStateGraph(rg);
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}
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@@ -210,7 +210,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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if (litr == rg->_leaves.end())
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{
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// havn't found the drawable added in the RenderLeaf list, there this my be the
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// haven't found the drawable added in the RenderLeaf list, therefore this may be the
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// first time through LightPointNode in this frame, so need to add drawable into the StateGraph RenderLeaf list
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// and update its time signatures.
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@@ -267,7 +267,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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float intensity = (_lightSystem.valid()) ? _lightSystem->getIntensity() : lp._intensity;
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// slip light point if it is intensity is 0.0 or negative.
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// slip light point if its intensity is 0.0 or negative.
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if (intensity<=minimumIntensity) continue;
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// (SIB) Clip on distance, if close to limit, add transparancy
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@@ -286,7 +286,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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{
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intensity *= (*lp._sector)(dv);
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// slip light point if it is intensity is 0.0 or negative.
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// skip light point if it is intensity is 0.0 or negative.
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if (intensity<=minimumIntensity) continue;
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}
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@@ -308,7 +308,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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color[3] *= bs[3];
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}
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// if alpha value is less than the min intentsive then skip
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// if alpha value is less than the min intentsity then skip
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if (color[3]<=minimumIntensity) continue;
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float pixelSize = cv->pixelSize(position,lp._radius);
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@@ -318,7 +318,7 @@ void LightPointNode::traverse(osg::NodeVisitor& nv)
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// adjust pixel size to account for intensity.
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if (intensity!=1.0) pixelSize *= sqrt(intensity);
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// adjust alfa to account for max range (Fade on distance)
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// adjust alpha to account for max range (Fade on distance)
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color[3] *= distanceFactor;
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// round up to the minimum pixel size if required.
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