From Jannik Heller, typo fixes

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield 2015-04-13 10:43:56 +00:00
parent 166c49eedd
commit 0a1db3d6fc
60 changed files with 110 additions and 110 deletions

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@ -14,8 +14,8 @@
#In OSG ffmpeg plugin, we used "#include <header.h>" for compatibility with old version of ffmpeg
#With the new version of FFmpeg, a file named "time.h" was added that breaks compatability with the old version of ffmpeg.
#We have to search the path which contain the header.h (usefull for old version)
#and search the path which contain the libname/header.h (usefull for new version)
#We have to search the path which contain the header.h (useful for old version)
#and search the path which contain the libname/header.h (useful for new version)
#Then we need to include ${FFMPEG_libname_INCLUDE_DIRS} (in old version case, use by ffmpeg header and osg plugin code)
# (in new version case, use by ffmpeg header)

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@ -4,7 +4,7 @@
# full path of the library name. in order to differentiate release and debug, this macro get the
# NAME of the variables, so the macro gets as arguments the target name and the following list of parameters
# is intended as a list of variable names each one containing the path of the libraries to link to
# The existance of a variable name with _DEBUG appended is tested and, in case it' s value is used
# The existence of a variable name with _DEBUG appended is tested and, in case it' s value is used
# for linking to when in debug mode
# the content of this library for linking when in debugging
#######################################################################################################

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@ -174,7 +174,7 @@ public:
{
texture->setInternalFormatMode(_internalFormatMode);
// need to disable the unref after apply, other the image could go out of scope.
// need to disable the unref after apply, otherwise the image could go out of scope.
bool unrefImageDataAfterApply = texture->getUnRefImageDataAfterApply();
texture->setUnRefImageDataAfterApply(false);
@ -807,7 +807,7 @@ int main( int argc, char **argv )
root->accept(av);
}
// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(root.get());

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@ -1,5 +1,5 @@
// The majority of the application is dedicated to building the
// current contribitors list by parsing the ChangeLog, it just takes
// current contributors list by parsing the ChangeLog, it just takes
// one line in the main itself to report the version number.
#include <set>

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@ -250,7 +250,7 @@ void CameraPacket::writeEventQueue(osgViewer::Viewer& viewer)
//////////////////////////////////////////////////////////////////////////////
//
// Reciever
// Receiver
//
Receiver::Receiver( void )
{

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@ -248,7 +248,7 @@ void processLoadedModel(osg::ref_ptr<osg::Node>& loadedModel, int optimizer_opti
loadedModel->getOrCreateStateSet()->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
#endif
// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get(), optimizer_options);

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@ -7,7 +7,7 @@
#include <iostream>
// Search in str for all occurences of spat and replace them with rpat.
// Search in str for all occurrences of spat and replace them with rpat.
void searchAndReplace(std::string& str, const std::string& spat, const std::string& rpat)
{
std::string::size_type pos = 0;

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@ -71,7 +71,7 @@ int main (int argc, char* argv[])
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));
//Tranformation to be manipulated by the animation
//Transformation to be manipulated by the animation
osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
trans->setName("AnimatedNode");
//Dynamic object, has to be updated during update traversal
@ -84,7 +84,7 @@ int main (int argc, char* argv[])
//The second element modifies the rotation around x-axis
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0));
//connect the UpdateMatrixTransform callback to the MatrixTRanform
//connect the UpdateMatrixTransform callback to the MatrixTransform
trans->setUpdateCallback(updatecb);
//initialize MatrixTranform
trans->setMatrix(osg::Matrix::identity());
@ -102,7 +102,7 @@ int main (int argc, char* argv[])
//add the rest of the scene to the grp node
grp->addChild(root);
// And we finaly define our channel for linear Vector interpolation
// And we finally define our channel for linear Vector interpolation
osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
//name of the AnimationUpdateCallback
channelAnimation1->setTargetName("AnimatedCallback");

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@ -98,9 +98,9 @@ struct ExampleTimelineUsage : public osgGA::GUIEventHandler
{
// we add a scratch head priority 1 each 10 second
// note:
// it's possible to add the same instance more then once on the timeline
// it's possible to add the same instance more than once on the timeline
// the only things you need to take care is if you remove it. It will remove
// all instance that exist on the timeline. If you need to differtiate
// all instance that exist on the timeline. If you need to differentiate
// it's better to create a new instance
tml->addActionAt(5.0 + 10.0 * i, _scratchHead.get(), 1);
}

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@ -406,7 +406,7 @@ int main( int argc, char **argv )
viewer.renderingTraversals();
osg::Timer_t afterRenderTick = osg::Timer::instance()->tick();
std::cout<<"Rendring time = "<<osg::Timer::instance()->delta_s(beforeRenderTick, afterRenderTick) <<" seconds"<<std::endl;
std::cout<<"Rendering time = "<<osg::Timer::instance()->delta_s(beforeRenderTick, afterRenderTick) <<" seconds"<<std::endl;
return 0;
}

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@ -130,7 +130,7 @@ osg::Node* createModel()
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
// add the drawable into a single goede to be shared...
// add the drawable into a single geode to be shared...
osg::Billboard* center = new osg::Billboard();
center->setMode(osg::Billboard::POINT_ROT_EYE);
center->addDrawable(

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@ -304,7 +304,7 @@ int main( int argc, char **argv )
osgViewer::View* view = dynamic_cast<osgViewer::View*>(object.get());
if (view)
{
osg::notify(osg::NOTICE)<<"Read config file succesfully"<<std::endl;
osg::notify(osg::NOTICE)<<"Read config file successfully"<<std::endl;
}
else
{

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@ -59,7 +59,7 @@ osg::Node* decorate_with_clip_node(osg::Node* subgraph)
rootnode->addChild(wireframe_subgraph);
/*
// simple approach to adding a clipnode above a subrgaph.
// simple approach to adding a clipnode above a subgraph.
// create clipped part.
osg::ClipNode* clipped_subgraph = new osg::ClipNode;
@ -78,7 +78,7 @@ osg::Node* decorate_with_clip_node(osg::Node* subgraph)
// more complex approach to managing ClipNode, allowing
// ClipNode node to be transformed independantly from the subgraph
// ClipNode node to be transformed independently from the subgraph
// that it is clipping.
osg::MatrixTransform* transform= new osg::MatrixTransform;

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@ -211,7 +211,7 @@ int main( int argc, char **argv )
// ------------- Start of copy specific code -------------------------------------------------------
// do a deep copy, using MyCopyOp to reveal whats going on under the good,
// do a deep copy, using MyCopyOp to reveal whats going on under the hood,
// in your own code you'd typically just use the basic osg::CopyOp something like
osg::ref_ptr<osg::Node> mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_ALL));
std::cout << "Doing a deep copy of scene graph"<<std::endl;

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@ -123,7 +123,7 @@ public:
OSG_NOTICE<<" WindowWidth="<<ea.getWindowWidth()<<std::endl;
OSG_NOTICE<<" WindowHeight="<<ea.getWindowHeight()<<std::endl;
// reset the Camera viewpoer and associated Texture's to make sure it tracks the new window size.
// reset the Camera viewport and associated Texture's to make sure it tracks the new window size.
camera->resize(ea.getWindowWidth(), ea.getWindowHeight());
}
return false;

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@ -44,7 +44,7 @@
// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familiarity with
// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// haven't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!
// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides

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@ -56,7 +56,7 @@ void createFountainEffect( osgParticle::ModularEmitter* emitter, osgParticle::Mo
// Bounce particles off objects defined by one or more domains.
// Supported domains include triangle, rectangle, plane, disk and sphere.
// Since a bounce always happens instantaneously, it will not work correctly with unstable delta-time.
// At present, even the floating error of dt (which are applied to ParticleSystem and Operator seperately)
// At present, even the floating error of dt (which are applied to ParticleSystem and Operator separately)
// causes wrong bounce results. Some one else may have better solutions for this.
osg::ref_ptr<osgParticle::BounceOperator> bounce = new osgParticle::BounceOperator;
bounce->setFriction( -0.05 );
@ -191,7 +191,7 @@ int main( int argc, char** argv )
// A floating error of delta-time should be explained here:
// The particles emitter, program and updater all use a 'dt' to compute the time value in every frame.
// Because the 'dt' is a double value, it is not suitable to keep three copies of it seperately, which
// Because the 'dt' is a double value, it is not suitable to keep three copies of it separately, which
// is the previous implementation. The small error makes some opeartors unable to work correctly, e.g.
// the BounceOperator.
// Now we make use of the getDeltaTime() of ParticleSystem to maintain and dispatch the delta time. But..

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@ -41,7 +41,7 @@
// A simple demo demonstrating planar reflections using multiple renderings
// of a subgraph, overriding of state attribures and use of the stencil buffer.
//
// The multipass system implemented here is a variation if Mark Kilgard's
// The multipass system implemented here is a variation of Mark Kilgard's
// paper "Improving Shadows and Reflections via the Stencil Buffer" which
// can be found on the developer parts of the NVidia web site.
//
@ -52,7 +52,7 @@
// world poking through the mirror to be seen in the final rendering and
// also obscures the world correctly when on the reverse side of the mirror.
// Although there is still some unresolved issue with the clip plane needing
// to be flipped when looking at the reverse side of the mirror. Niether
// to be flipped when looking at the reverse side of the mirror. Neither
// of these issues are mentioned in the Mark's paper, but trip us up when
// we apply them.
@ -322,7 +322,7 @@ osg::Node* createMirroredScene(osg::Node* model)
//
// create the viewer
// load a model
// decoate the model so it renders using a multipass stencil buffer technique for planar reflections.
// decorate the model so it renders using a multipass stencil buffer technique for planar reflections.
// release the viewer
// run main loop.
//

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@ -173,7 +173,7 @@ int main( int argc, char **argv )
}
else
{
// use new #pragama(tic) shader composition.
// use new #pragma(tic) shader composition.
osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
if (!scenegraph) return 1;

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@ -112,7 +112,7 @@ osg::StateSet* createState(osg::ArgumentParser& arguments)
}
else
{
OSG_NOTICE<<"Assigned all images to Texture2DArray seperately."<<std::endl;
OSG_NOTICE<<"Assigned all images to Texture2DArray separately."<<std::endl;
texture->setImage(0, image_0.get());
texture->setImage(1, image_1.get());

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@ -31,7 +31,7 @@
#include <iostream>
//
// A simple demo demonstrating use osg::Texture3D to create a blended animation between four seperate images packed together into a 3d texture
// A simple demo demonstrating use osg::Texture3D to create a blended animation between four separate images packed together into a 3d texture
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;

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@ -96,7 +96,7 @@ int main( int argc, char **argv )
}
// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());

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@ -191,19 +191,19 @@ public:
/**
* Set the thread's schedule priority. This is a complex method.
* Beware of thread priorities when using a many-to-many kernel
* entity implemenation (such as IRIX pthreads). If one is not carefull
* entity implemenation (such as IRIX pthreads). If one is not careful
* to manage the thread priorities, a priority inversion deadlock can
* easily occur (Although the OpenThreads::Mutex & OpenThreads::Barrier
* constructs have been designed with this senario in mind). Unless
* you have explicit need to set the schedule pirorites for a given
* constructs have been designed with this scenario in mind). Unless
* you have explicit need to set the schedule priorities for a given
* task, it is best to leave them alone.
*
* @note some implementations (notably LinuxThreads and IRIX Sprocs)
* only alow you to decrease thread priorities dynamically. Thus,
* only allow you to decrease thread priorities dynamically. Thus,
* a lower priority thread will not allow it's priority to be raised
* on the fly.
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
@ -213,7 +213,7 @@ public:
/**
* Get the thread's schedule priority (if able)
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
@ -229,7 +229,7 @@ public:
* the danger of deadlocking the machine when used as super-user.
* In such cases, the command is a no-op.
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
@ -239,7 +239,7 @@ public:
/**
* Get the thread's policy (if able)
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return policy if normal, -1 if errno set, errno code otherwise.
@ -287,14 +287,14 @@ public:
int join();
/**
* Disable thread cancelation altogether. Thread::cancel() has no effect.
* Disable thread cancellation altogether. Thread::cancel() has no effect.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
*/
int setCancelModeDisable();
/**
* Mark the thread to cancel aysncronously on Thread::cancel().
* Mark the thread to cancel asynchronously on Thread::cancel().
* (May not be available with process-level implementations).
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
@ -324,7 +324,7 @@ public:
/**
* Thread's cancel cleanup routine, called upon cancel(), after the
* cancelation has taken place, but before the thread exits completely.
* cancellation has taken place, but before the thread exits completely.
* This method should be used to repair parts of the thread's data
* that may have been damaged by a pre-mature cancel. No-op by default.
*/
@ -346,7 +346,7 @@ public:
* This is not strictly thread API but is used
* so often with threads. It's basically UNIX usleep. Parameter is
* number of microseconds we current thread to sleep. Returns 0 on
* succes, non-zero on failure (UNIX errno or GetLastError() will give
* success, non-zero on failure (UNIX errno or GetLastError() will give
* detailed description.
*/
static int microSleep( unsigned int microsec);

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@ -21,7 +21,7 @@ namespace osg {
/** Billboard is a derived form of Geode that orients its osg::Drawable
* children to face the eye point. Typical uses include trees and
* particle explosions,
* particle explosions.
*/
class OSG_EXPORT Billboard : public Geode
{

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@ -180,7 +180,7 @@ void BoundingSphereImpl<VT>::expandRadiusBy(const vector_type& v)
template<typename VT>
void BoundingSphereImpl<VT>::expandBy(const BoundingSphereImpl& sh)
{
// ignore operation if incomming BoundingSphere is invalid.
// ignore operation if incoming BoundingSphere is invalid.
if (!sh.valid()) return;
// This sphere is not set so use the inbound sphere

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@ -45,7 +45,7 @@ class OSG_EXPORT BufferIndexBinding : public StateAttribute
BufferIndexBinding(const BufferIndexBinding& rhs, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
public:
// The member value is part of the key to this state attribute in
// the State class. Using the index target, we can seperately
// the State class. Using the index target, we can separately
// track the bindings for many different index targets.
virtual unsigned getMember() const { return static_cast<unsigned int>(_index); }

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@ -23,7 +23,7 @@ namespace osg
{
/** Template buffer class to be used with a struct as template parameter.
* This class is usefull to send C++ structures on the GPU (e.g. for uniform blocks) but be carefull to the alignments rules on the GPU side !
* This class is useful to send C++ structures on the GPU (e.g. for uniform blocks) but be careful to the alignments rules on the GPU side !
*/
template <typename T>
class BufferTemplate : public BufferData

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@ -137,7 +137,7 @@ protected:
int imageIndex(double time);
// setImage without aquiring mutex.
// setImage without acquiring mutex.
void _setImage(unsigned int pos, osg::Image* image);
double _referenceTime;

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@ -101,7 +101,7 @@ class ScriptEngine : public osg::Object
/** run a Script.*/
bool run(osg::Script* script)
{
// assumpt empty input and output paramters lists
// assumpt empty input and output parameters lists
Parameters inputParameters, outputParameters;
return run(script, "", inputParameters, outputParameters);
}

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@ -136,7 +136,7 @@ class OSG_EXPORT Shader : public osg::Object
enum ShaderDefinesMode
{
USE_SHADER_PRAGAMA,
USE_SHADER_PRAGMA,
USE_MANUAL_SETTINGS
};

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@ -22,7 +22,7 @@
namespace osg {
// forward decare visitors.
// forward declare visitors.
class ShapeVisitor;
class ConstShapeVisitor;

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@ -132,7 +132,7 @@ class OSG_EXPORT State : public Referenced
/** Set the current OpenGL context uniqueID.
* The ContextID is used by classes like osg::StateAttribute's and osg::Drawable's to
* help manage seperate OpenGL objects, such as display lists, vertex buffer objects
* help manage separate OpenGL objects, such as display lists, vertex buffer objects
* and texture object for each graphics context. The ContextID simply acts as an index
* into arrays that these classes maintain for the purpose of storing GL object handles.
*
@ -1461,9 +1461,9 @@ class OSG_EXPORT State : public Referenced
enum CheckForGLErrors
{
/** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this
is the fastest option since checking for errors does incurr a small overhead.*/
is the fastest option since checking for errors does incur a small overhead.*/
NEVER_CHECK_GL_ERRORS,
/** ONCE_PER_FRAME means that OpenGl errors will be checked for once per
/** ONCE_PER_FRAME means that OpenGL errors will be checked for once per
frame, the overhead is still small, but at least OpenGL errors that are occurring
will be caught, the reporting isn't fine grained enough for debugging purposes.*/
ONCE_PER_FRAME,

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@ -312,10 +312,10 @@ class OSG_EXPORT StateSet : public Object
typedef std::pair<std::string, StateAttribute::OverrideValue> DefinePair;
typedef std::map<std::string, DefinePair> DefineList;
/** Added define pass on to shaders that use utilize that define, as secified by the GLSL #pragma import_defines(..) and #pragam requires(..). */
/** Added define pass on to shaders that use utilize that define, as specified by the GLSL #pragma import_defines(..) and #pragma requires(..). */
void setDefine(const std::string& defineName, StateAttribute::OverrideValue value=StateAttribute::ON);
/** Added define with value to pass on to shaders that use utilize that define, as secified by the GLSL #pragma import_defines(..) and #pragam requires(..). */
/** Added define with value to pass on to shaders that use utilize that define, as specified by the GLSL #pragma import_defines(..) and #pragma requires(..). */
void setDefine(const std::string& defineName, const std::string& defineValue, StateAttribute::OverrideValue value=StateAttribute::ON);
DefinePair* getDefinePair(const std::string& defineName) { DefineList::iterator itr = _defineList.find(defineName); return (itr!=_defineList.end()) ? &(itr->second) : 0; }

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@ -21,7 +21,7 @@
namespace osg {
// foward declare core OSG math classes
// forward declare core OSG math classes
class Vec2f;
class Vec3f;
class Vec4f;

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@ -112,7 +112,7 @@ namespace osgAnimation
unsigned int getNumFrames() const { return _numberFrame;}
double getDuration() const { return _numberFrame * 1.0 / _fps; }
// 0 means infini else it's the number of loop
// 0 means infinite else it's the number of loop
virtual void setLoop(unsigned int nb) { _loop = nb; }
virtual unsigned int getLoop() const { return _loop;}

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@ -144,7 +144,7 @@ namespace osgAnimation
if(!finder._root.valid())
{
osg::notify(osg::WARN) << "A RigGeometry did not find a parent skeleton for RigGeomtry ( " << geom->getName() << " )" << std::endl;
osg::notify(osg::WARN) << "A RigGeometry did not find a parent skeleton for RigGeometry ( " << geom->getName() << " )" << std::endl;
return;
}
geom->buildVertexInfluenceSet();

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@ -33,7 +33,7 @@ enum CaseSensitivity
CASE_INSENSITIVE
};
// forward decare
// forward declare
class Options;
class OSGDB_EXPORT FindFileCallback : public virtual osg::Referenced

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@ -264,7 +264,7 @@ class OSGMANIPULATOR_EXPORT Dragger : public osg::MatrixTransform
/**
* Set/Get the traversal mask used by this dragger when looking for intersections during event handling.
* This is usefull to "hide" some geometry during event handling.
* This is useful to "hide" some geometry during event handling.
*/
virtual void setIntersectionMask(osg::Node::NodeMask intersectionMask) { _intersectionMask = intersectionMask; }
osg::Node::NodeMask getIntersectionMask() const { return _intersectionMask; }

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@ -294,7 +294,7 @@ public:
ActiveOperators();
~ActiveOperators();
void collect(osg::Node* incommingNode, osg::NodeVisitor::TraversalMode tm = osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
void collect(osg::Node* incomingNode, osg::NodeVisitor::TraversalMode tm = osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
void process(SlideEventHandler* seh);
@ -310,7 +310,7 @@ public:
protected:
void processOutgoing(SlideEventHandler* seh);
void processIncomming(SlideEventHandler* seh);
void processIncoming(SlideEventHandler* seh);
void processMaintained(SlideEventHandler* seh);
bool _pause;
@ -319,7 +319,7 @@ protected:
OperatorList _current;
OperatorList _outgoing;
OperatorList _incomming;
OperatorList _incoming;
OperatorList _maintained;
};

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@ -29,7 +29,7 @@ class ShadowVolumeGeometry;
/** OccluderGeometry provides a sepecialised geometry representation of objects in scene that occlude light and therefore cast shadows.
* OccluderGeometry supports the computation of silhouette edges and shadow volume geometries, as well as use as geometry that one can rendering
* into a shadow map or end caps for the ZP+ algorithm. OccluderGeometry may be of the same resolution as an underlying geometry that it
* represents, or can be of lower resolution and combine manager seperate geometries together into a single shadow casting object.
* represents, or can be of lower resolution and combine manager separate geometries together into a single shadow casting object.
* OccluderGeometry may be attached as UserData to Nodes or to Drawables. */
class OSGSHADOW_EXPORT OccluderGeometry : public osg::Drawable
{

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@ -187,7 +187,7 @@ protected:
osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
mutable OpenThreads::Mutex _accessUnfiromsAndProgramMutex;
mutable OpenThreads::Mutex _accessUniformsAndProgramMutex;
Uniforms _uniforms;
osg::ref_ptr<osg::Program> _program;
};

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@ -793,7 +793,7 @@ class OSGUTIL_EXPORT Optimizer
/** Optimize texture usage in the scene graph by combining textures into texture atlas
* Use of texture atlas cuts down on the number of seperate states in the scene, reducing
* Use of texture atlas cuts down on the number of separate states in the scene, reducing
* state changes and improving the chances of using larger batches of geometry.*/
class OSGUTIL_EXPORT TextureAtlasVisitor : public BaseOptimizerVisitor
{

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@ -280,7 +280,7 @@ class OSGWIDGET_EXPORT EventInterface
// Notify the EventInterface object that is has been focused or unfocused; since
// this isn't always bound to a mouse event (i.e., if you want to be able to use
// the TAB key to focus), we need seperate events here.
// the TAB key to focus), we need separate events here.
virtual bool focus (const WindowManager*) { return false; }
virtual bool unfocus (const WindowManager*) { return false; }

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@ -43,7 +43,7 @@ private:
volatile int cnt; // number of waiting threads
volatile int phase; // flag to seperate two barriers
volatile int phase; // flag to separate two barriers
};

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@ -32,7 +32,7 @@ namespace osg
//#define ENFORCE_THREADSAFE
//#define DEBUG_OBJECT_ALLOCATION_DESTRUCTION
// specialized smart pointer, used to get round auto_ptr<>'s lack of the destructor reseting itself to 0.
// specialized smart pointer, used to get round auto_ptr<>'s lack of the destructor resetting itself to 0.
template<typename T>
struct ResetPointer
{

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@ -215,13 +215,13 @@ void Shader::discardDeletedGlShaders(unsigned int contextID)
Shader::Shader(Type type) :
_type(type),
_shaderDefinesMode(USE_SHADER_PRAGAMA)
_shaderDefinesMode(USE_SHADER_PRAGMA)
{
}
Shader::Shader(Type type, const std::string& source) :
_type(type),
_shaderDefinesMode(USE_SHADER_PRAGAMA)
_shaderDefinesMode(USE_SHADER_PRAGMA)
{
setShaderSource( source);
}
@ -229,7 +229,7 @@ Shader::Shader(Type type, const std::string& source) :
Shader::Shader(Type type, ShaderBinary* shaderBinary) :
_type(type),
_shaderBinary(shaderBinary),
_shaderDefinesMode(USE_SHADER_PRAGAMA)
_shaderDefinesMode(USE_SHADER_PRAGMA)
{
}

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@ -277,7 +277,7 @@ void State::reset()
_lastAppliedProgramObject = 0;
// what about uniforms??? need to clear them too...
// go through all active Unfirom's, setting to change to force update,
// go through all active Uniform's, setting to change to force update,
// the idea is to leave only the global defaults left.
for(UniformMap::iterator uitr=_uniformMap.begin();
uitr!=_uniformMap.end();
@ -945,7 +945,7 @@ void State::setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* p
OSG_NOTICE<<"Warning: State::setInterleavedArrays(..) not implemented."<<std::endl;
#endif
// the crude way, assume that all arrays have been effected so dirty them and
// the crude way, assume that all arrays have been affected so dirty them and
// disable them...
dirtyAllVertexArrays();
}

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@ -985,7 +985,7 @@ unsigned int Uniform::getNameID(const std::string& name)
return id;
}
// Use a proxy to force the initialization of the static variables in the Unifrom::getNameID() method during static initialization
// Use a proxy to force the initialization of the static variables in the Uniform::getNameID() method during static initialization
OSG_INIT_SINGLETON_PROXY(UniformNameIDStaticInitializationProxy, Uniform::getNameID(std::string()))

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@ -101,7 +101,7 @@ void CameraManipulator::computeHomePosition(const osg::Camera *camera, bool useB
if (camera)
{
// try to compute dist from frustrum
// try to compute dist from frustum
double left,right,bottom,top,zNear,zFar;
if (camera->getProjectionMatrixAsFrustum(left,right,bottom,top,zNear,zFar))
{

View File

@ -138,13 +138,13 @@ public:
bool GetTileOriginType(trpgTileType &) const;
/* Group IDs are used by TerraPage to hook level of detail structures together.
A TerraPage database can have an arbitrary number of terrain LODs, each stored
seperately. To hook them together we use trpgAttach nodes and number each group &
separately. To hook them together we use trpgAttach nodes and number each group &
LOD node. This returns the maximum group ID in the file, which is important
to know if you're keeping an array of them. */
bool GetMaxGroupID(int &) const;
/* A TerraPage archive can contain any number of terrain LODs (a typical number is 4).
Each of these terrain LODs is accessed seperately (as are the tiles within them).
Each of these terrain LODs is accessed separately (as are the tiles within them).
This returns the number of terrain LODs in the file. It will be at least 1.
See trpgAttach for instructions on how to hook the terrain LODs together.
@ -2551,14 +2551,14 @@ public:
this node rotates around the center in the way specified by GetMode. (2) Individual - This
is a little weirder. Basically, it's here for trees. It's assumed that
there will be one or more trpgGeometry nodes below this node. Each single
primitive is supposed to rotate "seperately". That is, you must take into
primitive is supposed to rotate "separately". That is, you must take into
account the unique center of each one and rotate it around that. If you have
some optimization scheme where you can deal with groups of billboards (ala Performer)
it is valid to do so in the Individual case. */
bool GetType(int &) const;
/* Center of the thing to be rotated. For Group this does the obvious thing.
For Individual it should be the center of the group of things you want to rotate.
This has no use if you're going to rotate each primitive seperately, but if you've
This has no use if you're going to rotate each primitive separately, but if you've
got some sort of optimized scheme for doing so (ala Performer) this information is useful.
*/
bool GetCenter(trpg3dPoint &) const;

View File

@ -28,8 +28,8 @@
namespace
{
// This will recursivelly call itself up until
// all the tiule are done
// This will recursively call itself up until
// all the tiles are done
void printBuf(int lod, int x, int y, trpgr_Archive *archive, trpgPrintGraphParser& parser, trpgMemReadBuffer &buf, trpgPrintBuffer &pBuf)
{
char ls[1024];

View File

@ -50,7 +50,7 @@ public:
int stripStat[15]; // Strip length stats
int fanStat[15]; // Fan length stats
int stripGeom; // Number of seperate trpgGeometry nodes for strips
int stripGeom; // Number of separate trpgGeometry nodes for strips
int fanGeom; // Same for fans
int bagGeom; // Same for bags

View File

@ -557,7 +557,7 @@ ActiveOperators::~ActiveOperators()
{
}
void ActiveOperators::collect(osg::Node* incommingNode, osg::NodeVisitor::TraversalMode tm)
void ActiveOperators::collect(osg::Node* incomingNode, osg::NodeVisitor::TraversalMode tm)
{
_previous.swap(_current);
@ -565,21 +565,21 @@ void ActiveOperators::collect(osg::Node* incommingNode, osg::NodeVisitor::Traver
FindOperatorsVisitor fov(_current, tm);
if (incommingNode)
if (incomingNode)
{
incommingNode->accept(fov);
incomingNode->accept(fov);
}
else
{
OSG_NOTICE<<"ActiveOperators::collect() incommingNode="<<incommingNode<<std::endl;
OSG_NOTICE<<"ActiveOperators::collect() incomingNode="<<incomingNode<<std::endl;
}
OSG_INFO<<"ActiveOperators::collect("<<incommingNode<<")"<<std::endl;
OSG_INFO<<"ActiveOperators::collect("<<incomingNode<<")"<<std::endl;
OSG_INFO<<" _previous.size()="<<_previous.size()<<std::endl;
OSG_INFO<<" _current.size()="<<_current.size()<<std::endl;
_outgoing.clear();
_incomming.clear();
_incoming.clear();
_maintained.clear();
for(OperatorList::iterator itr = _previous.begin();
@ -596,7 +596,7 @@ void ActiveOperators::collect(osg::Node* incommingNode, osg::NodeVisitor::Traver
++itr)
{
ObjectOperator* curr = itr->get();
if (_previous.count(curr)==0) _incomming.insert(curr);
if (_previous.count(curr)==0) _incoming.insert(curr);
}
}
@ -636,7 +636,7 @@ void ActiveOperators::process(SlideEventHandler* seh)
{
processOutgoing(seh);
processMaintained(seh);
processIncomming(seh);
processIncoming(seh);
}
void ActiveOperators::processOutgoing(SlideEventHandler* seh)
@ -661,11 +661,11 @@ void ActiveOperators::processMaintained(SlideEventHandler* seh)
}
}
void ActiveOperators::processIncomming(SlideEventHandler* seh)
void ActiveOperators::processIncoming(SlideEventHandler* seh)
{
OSG_INFO<<" incomming.size()="<<_incomming.size()<<std::endl;
for(OperatorList::iterator itr = _incomming.begin();
itr != _incomming.end();
OSG_INFO<<" incoming.size()="<<_incoming.size()<<std::endl;
for(OperatorList::iterator itr = _incoming.begin();
itr != _incoming.end();
++itr)
{
(*itr)->enter(seh);

View File

@ -1603,7 +1603,7 @@ void ConvexPolyhedron::extrude( const osg::Vec3d & offset )
double dotOffset0 = edgeFaces[0]->plane.getNormal() * offset;
double dotOffset1 = edgeFaces[1]->plane.getNormal() * offset;
#endif
//Select orthogonal faces and vertices appropriate for offseting
//Select orthogonal faces and vertices appropriate for offsetting
if( (dotOffset0 == 0.0 && dotOffset1 < 0.0) ||
(dotOffset1 == 0.0 && dotOffset0 < 0.0) )
{

View File

@ -49,9 +49,9 @@ DebugShadowMap::DebugShadowMap():
// Why this fancy 24 bit depth to 24 bit rainbow colors shader ?
//
// Depth values cannot be easily cast on color component because they are:
// a) 24 or 32 bit and we loose lots of precision when cast on 8 bit
// a) 24 or 32 bit and we lose lots of precision when cast on 8 bit
// b) depth value distribution is non linear due to projection division
// when cast on componenent color there is usually very minor shade variety
// when cast on component color there is usually very minor shade variety
// and its often difficult to notice that there is anything in the buffer
//
// Shader looks complex but it is used only for debug head-up rectangle

View File

@ -50,26 +50,26 @@ ShadowTechnique::~ShadowTechnique()
void ShadowTechnique::init()
{
OSG_NOTICE<<className()<<"::init() not implemened yet"<<std::endl;
OSG_NOTICE<<className()<<"::init() not implemented yet"<<std::endl;
_dirty = false;
}
void ShadowTechnique::update(osg::NodeVisitor& nv)
{
OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemened yet."<<std::endl;
OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemented yet."<<std::endl;
_shadowedScene->osg::Group::traverse(nv);
}
void ShadowTechnique::cull(osgUtil::CullVisitor& cv)
{
OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemened yet."<<std::endl;
OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemented yet."<<std::endl;
_shadowedScene->osg::Group::traverse(cv);
}
void ShadowTechnique::cleanSceneGraph()
{
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemened yet."<<std::endl;
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet."<<std::endl;
}
void ShadowTechnique::traverse(osg::NodeVisitor& nv)

View File

@ -111,7 +111,7 @@ void ShadowVolume::init()
}
else
{
OSG_NOTICE<<"STENCIL_TWO_PASSES selecteted"<<std::endl;
OSG_NOTICE<<"STENCIL_TWO_PASSES selected"<<std::endl;
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
@ -351,6 +351,6 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
void ShadowVolume::cleanSceneGraph()
{
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemened yet, but almost."<<std::endl;
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet, but almost."<<std::endl;
}

View File

@ -1164,7 +1164,7 @@ void ViewDependentShadowMap::createShaders()
unsigned int _baseTextureUnit = 0;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUnfiromsAndProgramMutex);
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
_shadowCastingStateSet = new osg::StateSet;
@ -2346,7 +2346,7 @@ osg::StateSet* ViewDependentShadowMap::selectStateSetForRenderingShadow(ViewDepe
osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUnfiromsAndProgramMutex);
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
vdd.getStateSet()->clear();

View File

@ -656,7 +656,7 @@ Cameras getActiveCameras(osg::View& view)
}
bool View::setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* incomming_dps)
bool View::setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* incoming_dps)
{
osg::ref_ptr<osg::GraphicsContext> context = cameraToPartition->getGraphicsContext();
if (!context) return false;
@ -664,7 +664,7 @@ bool View::setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPar
osg::ref_ptr<osg::Viewport> viewport = cameraToPartition->getViewport();
if (!viewport) return false;
osg::ref_ptr<DepthPartitionSettings> dps = incomming_dps;
osg::ref_ptr<DepthPartitionSettings> dps = incoming_dps;
if (!dps) dps = new DepthPartitionSettings;
bool useMastersSceneData = true;

View File

@ -73,7 +73,7 @@ REGISTER_OBJECT_WRAPPER( osgManipulator_Dragger,
osgManipulator::Dragger,
"osg::Object osg::Node osg::Transform osg::MatrixTransform osgManipulator::Dragger" )
{
// Dragger should not record children seperately, so ignore the osg::Group class wrapper
// Dragger should not record children separately, so ignore the osg::Group class wrapper
ADD_BOOL_SERIALIZER( HandleEvents, false ); // _handleEvents
ADD_BOOL_SERIALIZER( DraggerActive, false ); // _draggerActive