From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."

This commit is contained in:
Robert Osfield
2007-12-10 17:30:18 +00:00
parent 1dcb6cc4fd
commit f4afa427a7
216 changed files with 613 additions and 619 deletions

View File

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