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

@@ -552,7 +552,7 @@ bool DriveManipulator::calcMovement()
#endif
#if defined(ABOSULTE_PITCH)
// abosolute pitch
// absolute pitch
double dy = _ga_t0->getYnormalized();
_pitch = -dy*0.5;
#elif defined(INCREMENTAL_PITCH)

View File

@@ -340,7 +340,7 @@ void TerrainManipulator::computePosition(const osg::Vec3d& eye,const osg::Vec3d&
!hitFound && i<2;
++i, endPoint = farPosition)
{
// compute the itersection with the scene.
// compute the intersection with the scene.
osgUtil::IntersectVisitor iv;
iv.setTraversalMask(_intersectTraversalMask);
@@ -367,7 +367,7 @@ void TerrainManipulator::computePosition(const osg::Vec3d& eye,const osg::Vec3d&
}
}
// note LookAt = inv(CF)*inv(RM)*inv(T) which is equivilant to:
// note LookAt = inv(CF)*inv(RM)*inv(T) which is equivalent to:
// inv(R) = CF*LookAt.
osg::Matrixd rotation_matrix = osg::Matrixd::lookAt(eye,center,up);
@@ -480,7 +480,7 @@ bool TerrainManipulator::calcMovement()
_center += dv;
// need to recompute the itersection point along the look vector.
// need to recompute the intersection point along the look vector.
if (_node.valid())
{