From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -125,7 +125,7 @@ class OSG_EXPORT Drawable : public Object
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virtual const Geometry* asGeometry() const { return 0; }
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/** Compute the DataVariance based on an assestment of callback etc.*/
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/** Compute the DataVariance based on an assessment of callback etc.*/
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virtual void computeDataVariance();
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@@ -310,7 +310,7 @@ class OSG_EXPORT Drawable : public Object
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objexts
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(State* state=0) const;
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@@ -420,8 +420,8 @@ class OSG_EXPORT Drawable : public Object
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/** drawImplementation(RenderInfo&) is a pure virtual method for the actual implementation of OpenGL drawing calls, such as vertex arrays and primitives, that
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* must be implemented in concrete subclasses of the Drawable base class, examples include osg::Geometry and osg::ShapeDrawable.
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* drawImplementation(RenderInfo&) is called from the draw(RenderInfo&) method, with the draw method handling management of OpenGL display lists,
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* and drawImplementation(RenderInfo&) handling the actuall drawing itself.
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* @param renderInfo The osg::RenderInfo object that encapulates the current rendering information including the osg::State OpenGL state for the current graphics context. */
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* and drawImplementation(RenderInfo&) handling the actual drawing itself.
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* @param renderInfo The osg::RenderInfo object that encapsulates the current rendering information including the osg::State OpenGL state for the current graphics context. */
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virtual void drawImplementation(RenderInfo& renderInfo) const = 0;
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@@ -479,7 +479,7 @@ class OSG_EXPORT Drawable : public Object
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TEXTURE_COORDS_5 = TEXTURE_COORDS_0+5,
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TEXTURE_COORDS_6 = TEXTURE_COORDS_0+6,
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TEXTURE_COORDS_7 = TEXTURE_COORDS_0+7
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// only eight texture coord examples provided here, but underlying code can handle any no of texure units,
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// only eight texture coord examples provided here, but underlying code can handle any no of texture units,
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// simply co them as (TEXTURE_COORDS_0+unit).
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};
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