From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -43,7 +43,7 @@
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#include <iostream>
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// call back which cretes a deformation field to oscilate the model.
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// call back which creates a deformation field to oscillate the model.
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class MyGeometryCallback :
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public osg::Drawable::UpdateCallback,
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public osg::Drawable::AttributeFunctor
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@@ -323,7 +323,7 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsi
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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// 2:1 aspect ratio as per flag geometry below.
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float proj_top = 0.25f*znear;
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float proj_right = 0.5f*znear;
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@@ -360,11 +360,11 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsi
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// Rather than attach the texture directly to illustrate the texture's ability to
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// detect an image update and to subload the image onto the texture. You needn't
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// do this when using an Image for copying to, as a seperate camera->attach(..)
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// would suffice as well, but we'll do it the long way round here just for demonstation
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// do this when using an Image for copying to, as a separate camera->attach(..)
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// would suffice as well, but we'll do it the long way round here just for demonstration
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// purposes (long way round meaning we'll need to copy image to main memory, then
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// copy it back to the graphics card to the texture in one frame).
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// The long way round allows us to mannually modify the copied image via the callback
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// The long way round allows us to manually modify the copied image via the callback
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// and then let this modified image by reloaded back.
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texture->setImage(0, image);
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}
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@@ -397,11 +397,11 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame Buffer Object for render to texture, where supported.");
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arguments.getApplicationUsage()->addCommandLineOption("--fb","Use FrameBuffer for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use Pixel Buffer for render to texture, where supported.");
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arguments.getApplicationUsage()->addCommandLineOption("--window","Use a seperate Window for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--window","Use a separate Window for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--image","Render to an image, then apply a post draw callback to it, and use this image to update a texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle","Use osg::TextureRectangle for doing the render to texure to.");
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arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle","Use osg::TextureRectangle for doing the render to texture to.");
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// construct the viewer.
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osgViewer::Viewer viewer(arguments);
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