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

@@ -365,7 +365,7 @@ void ParallelSplitShadowMap::init(){
// not yet supported !
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivalent to a Vec4!
int noPixels = 1;
image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
@@ -392,7 +392,7 @@ void ParallelSplitShadowMap::init(){
{
// texture for randomTexture (for smoothing shadow edges)
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x noPixels x 1 with 4 rgba floats - equivilant to a Vec4!
// allocate the image data, noPixels x noPixels x 1 with 4 rgba floats - equivalent to a Vec4!
int noPixels = 128;
image->allocateImage(noPixels,noPixels,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
@@ -493,7 +493,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
unsigned int traversalMask = cv.getTraversalMask();
osgUtil::RenderStage* orig_rs = cv.getRenderStage();
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
// do traversal of shadow receiving scene which does need to be decorated by the shadow map
for (PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
{
PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
@@ -550,7 +550,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
if (selectLight)
{
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
// do traversal of shadow receiving scene which does need to be decorated by the shadow map
unsigned int iMaxSplit = _PSSMShadowSplitTextureMap.size();
for (PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
@@ -751,7 +751,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
//////////////////////////////////////////////////////////////////////////
//
// compute directional light inital postion;
// compute directional light initial position;
void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners){
pssmShadowSplitTexture._frustumSplitCenter = frustumCorners[0];
for(int i=1;i<8;i++) {