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