From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -37,13 +37,13 @@ extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath, bool igno
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/** Compute the matrix which transforms objects in local coords to eye coords,
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* by accumulating the Transform local to world matrices along the specified node path
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* and multipling by the supplied initial camera modelview.
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* and multiplying by the supplied initial camera modelview.
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*/
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extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true);
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/** Compute the matrix which transforms objects in eye coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path
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* and multipling by the inverse of the supplied initialial camera modelview.
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* and multiplying by the inverse of the supplied initial camera modelview.
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*/
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extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true);
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@@ -100,7 +100,7 @@ class OSG_EXPORT Transform : public Group
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* Note: Setting the ReferenceFrame to be ABSOLUTE_RF will
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* also set the CullingActive flag on the transform, and hence all
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* of its parents, to false, thereby disabling culling of it and
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* all its parents. This is neccessary to prevent inappropriate
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* all its parents. This is necessary to prevent inappropriate
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* culling, but may impact cull times if the absolute transform is
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* deep in the scene graph. It is therefore recommended to only use
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* absolute Transforms at the top of the scene, for such things as
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@@ -110,7 +110,7 @@ class OSG_EXPORT Transform : public Group
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* as its local viewpoint in the new coordinates frame. This is useful for
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* Render to texture Cameras that wish to use the main views LOD range computation
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* (which uses the viewpoint rather than the eye point) rather than use the local
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* eye point defined by the this Transforms' abosolute view matrix.
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* eye point defined by the this Transforms' absolute view matrix.
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*/
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void setReferenceFrame(ReferenceFrame rf);
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