From Chris Hanson, spelling and grammer fixes
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70771cf6ce
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@ -76,7 +76,7 @@ public:
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osg::Group* createModel()
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osg::Group* createModel()
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{
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{
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// no database loaded so automatically create Ed Levin Park..
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// no database loaded so automatically create Ed Levin Park
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osg::Group* group = new osg::Group;
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osg::Group* group = new osg::Group;
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// the base and sky subgraphs go to set the earth sky of the
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// the base and sky subgraphs go to set the earth sky of the
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@ -87,13 +87,13 @@ osg::Group* createModel()
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osg::ClearNode* clearNode = new osg::ClearNode;
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osg::ClearNode* clearNode = new osg::ClearNode;
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clearNode->setRequiresClear(false); // we've got base and sky to do it.
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clearNode->setRequiresClear(false); // we've got base and sky to do it.
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// use a transform to make the sky and base around with the eye point.
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// use a transform to make the sky and base move around with the eye point.
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osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
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osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
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// transform's value isn't knowm until in the cull traversal so its bounding
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// transform's value isn't knowm until in the cull traversal so its bounding
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// volume is can't be determined, therefore culling will be invalid,
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// volume is can't be determined, therefore culling will be invalid,
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// so switch it off, this cause all our paresnts to switch culling
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// so switch it off, this causes all our paresnts to switch culling
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// off as well. But don't worry culling will be back on once underneath
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// off as well. But don't worry, culling will be back on once underneath
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// this node or any other branch above this transform.
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// this node or any other branch above this transform.
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transform->setCullingActive(false);
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transform->setCullingActive(false);
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@ -107,7 +107,7 @@ osg::Group* createModel()
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// add to earth sky to the scene.
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// add to earth sky to the scene.
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group->addChild(clearNode);
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group->addChild(clearNode);
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// the rest of the scene drawn after the base and sky above.
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// the rest of the scene is drawn after the base and sky above.
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group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
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group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
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group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
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group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
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group->addChild(makeTank()); // will drop into default bin - state sorted 0
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group->addChild(makeTank()); // will drop into default bin - state sorted 0
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@ -132,7 +132,7 @@ int main( int argc, char **argv )
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// construct the viewer.
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// construct the viewer.
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osgViewer::Viewer viewer;
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osgViewer::Viewer viewer;
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// if user request help write it out to cout.
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// if user requests help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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if (arguments.read("-h") || arguments.read("--help"))
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{
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{
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arguments.getApplicationUsage()->write(std::cout);
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arguments.getApplicationUsage()->write(std::cout);
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@ -193,7 +193,7 @@ int main( int argc, char **argv )
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}
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}
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// set up the camera manipulation with out custom manipultor
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// set up the camera manipulation with our custom manipultor
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viewer.setCameraManipulator(new GliderManipulator());
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viewer.setCameraManipulator(new GliderManipulator());
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// pass the scene graph to the viewer
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// pass the scene graph to the viewer
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@ -76,7 +76,7 @@ Node *makeTank( void )
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1
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1
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);
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);
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// 42 required for sodes, 22 for the top.
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// 42 required for sides, 22 for the top.
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Vec3Array& vc = *(new Vec3Array(42+22));
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Vec3Array& vc = *(new Vec3Array(42+22));
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Vec2Array& tc = *(new Vec2Array(42+22));
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Vec2Array& tc = *(new Vec2Array(42+22));
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