Fixed comments.

This commit is contained in:
Robert Osfield 2002-08-03 16:48:36 +00:00
parent b89f3fa9b1
commit 067c10b49c
2 changed files with 12 additions and 23 deletions

View File

@ -9,21 +9,9 @@
namespace osg {
/** Transform - is group which all children are transformed by the the Transform's osg::Matrix.
* Typical uses
* of the Transform is for positioning objects within a scene or
* producing trackball functionality or for animation.
* The Transform node can be customized via the ComputeTransfromCallback which can be
* attached to the node, this might be used to convert internal representations of the transformation
* into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
* Note, if the transformation matrix scales the subgraph then the
* normals of the underlying geometry will need to be renormalized to
* be unit vectors once more. One can done transparently through OpenGL's
* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further
* background reading see the glNormalize documentation in the OpenGL Reference
* Guide (the blue book). To enable it in the OSG, you simple need to
* attach a local osg::StateSet to the osg::Transform, and set the appropriate
* mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);.
/** MatrixTransform - is a subclass of Transform which has an osg::Matrix
* which represent a 4x4 transformation of its children from local cordinates
* into the Transform's parent coordinates.
*/
class SG_EXPORT MatrixTransform : public Transform
{

View File

@ -10,13 +10,14 @@
namespace osg {
/** Transform - is group which all children are transformed by the the Transform's osg::Matrix.
* Typical uses
* of the Transform is for positioning objects within a scene or
* producing trackball functionality or for animation.
* The Transform node can be customized via the ComputeTransfromCallback which can be
/** Transform - is group node which all children are transformed by 4x4 matrix
* and is used for positioning objects within a scene, producing trackball functionality or for animation.
* Transform itself does not provide set/get functions, only the interface for
* defining what the 4x4 transformation is, sublcalsses, such as MatrixTransform
* and PositionAttitudeTransform support the use of a osg::Matrix or a osg::Vec3/osg::Quat
* resprectively. The Transform node can be customized via the ComputeTransfromCallback which can be
* attached to the node, this might be used to convert internal representations of the transformation
* into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
* into generic osg::Matrix's which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
* Note, if the transformation matrix scales the subgraph then the
* normals of the underlying geometry will need to be renormalized to
* be unit vectors once more. One can done transparently through OpenGL's
@ -84,7 +85,7 @@ class SG_EXPORT Transform : public Group
/** Get the transformation matrix which moves from local coords to world coords.
* Return true if Matrix passed in has been modified and */
* Return true if Matrix passed in has been updated. */
inline const bool getLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const
{
if (_computeTransformCallback.valid())
@ -95,7 +96,7 @@ class SG_EXPORT Transform : public Group
/** Get the transformation matrix which moves from world coords to local coords.
* Return true if Matrix passed in has been modified and */
* Return true if Matrix passed in has been updated. */
inline const bool getWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const
{
if (_computeTransformCallback.valid())