From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -222,7 +222,7 @@ void DefaultFont::constructGlyphs()
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glyph->setInternalTextureFormat(GL_ALPHA);
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// now populate data arry by converting bitmap into a luminance_alpha map.
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// now populate data array by converting bitmap into a luminance_alpha map.
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unsigned char* ptr = rasters[i-32];
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unsigned char value_on = 255;
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unsigned char value_off = 0;
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@@ -630,7 +630,8 @@ void Font::GlyphTexture::apply(osg::State& state) const
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if (s_renderer &&
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(strstr((const char*)s_renderer,"Radeon")!=0) ||
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(strstr((const char*)s_renderer,"RADEON")!=0))
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(strstr((const char*)s_renderer,"RADEON")!=0) ||
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(strstr((const char*)s_renderer,"ALL-IN-WONDER")!=0))
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{
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// we're running on an ATI, so need to work around its
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// subloading bugs by loading all at once.
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@@ -7,7 +7,7 @@ using namespace osgText;
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////////////////////////////////////////////////////////////////////////
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//
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// helper class to make it safer to querry std::string's for encoding.
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// helper class to make it safer to query std::string's for encoding.
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//
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struct look_ahead_iterator
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{
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@@ -224,7 +224,7 @@ String::iterator Text::computeLastCharacterOnLine(osg::Vec2& cursor, String::ite
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{
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--lastValidChar;
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//Substract off glyphs from the cursor position (to correctly center text)
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// Subtract off glyphs from the cursor position (to correctly center text)
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Font::Glyph* glyph = activefont->getGlyph(*lastValidChar);
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if (glyph)
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{
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@@ -365,7 +365,7 @@ void Text::computeGlyphRepresentation()
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switch(_alignment)
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{
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// TODO: current behaviour top baselines lined up in both cases - need to implement
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// top of characters aligment - Question is this neccesary?
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// top of characters alignment - Question is this necessary?
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// ... otherwise, nothing to be done for these 6 cases
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//case LEFT_TOP:
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//case CENTER_TOP:
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@@ -1758,6 +1758,7 @@ void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMul
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}
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void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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unsigned int contextID = state.getContextID();
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@@ -1818,6 +1819,7 @@ void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMult
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glPopAttrib();
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}
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void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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