From Roland Smeenk and Robert Osfield, improvements to the indentation of comments.
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@ -52,7 +52,7 @@
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namespace osg {
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/** macro for use with osg::StateAttribute::apply methods for detecting and
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* reporting OpenGL error messages.*/
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* reporting OpenGL error messages.*/
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#define OSG_GL_DEBUG(message) \
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if (state.getFineGrainedErrorDetection()) \
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{ \
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@ -93,21 +93,21 @@ class VertexAttribAlias
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/** Encapsulates the current applied OpenGL modes, attributes and vertex arrays settings,
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* implements lazy state updating and provides accessors for querying the current state.
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* The venerable Red Book says that "OpenGL is a state machine", and this class
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* represents the OpenGL state in OSG. Furthermore, \c State also has other
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* important features:
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* - It works as a stack of states (see \c pushStateSet() and
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* \c popStateSet()). Manipulating this stack of OpenGL states manually is
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* seldom needed, since OSG does this in the most common situations.
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* - It implements lazy state updating. This means that, if one requests a
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* state change and that particular state is already in the requested state,
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* no OpenGL call will be made. This ensures that the OpenGL pipeline is not
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* stalled by unnecessary state changes.
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* - It allows to query the current OpenGL state without calls to \c glGet*(),
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* which typically stall the graphics pipeline (see, for instance,
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* \c captureCurrentState() and \c getModelViewMatrix()).
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*/
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* implements lazy state updating and provides accessors for querying the current state.
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* The venerable Red Book says that "OpenGL is a state machine", and this class
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* represents the OpenGL state in OSG. Furthermore, \c State also has other
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* important features:
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* - It works as a stack of states (see \c pushStateSet() and
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* \c popStateSet()). Manipulating this stack of OpenGL states manually is
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* seldom needed, since OSG does this in the most common situations.
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* - It implements lazy state updating. This means that, if one requests a
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* state change and that particular state is already in the requested state,
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* no OpenGL call will be made. This ensures that the OpenGL pipeline is not
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* stalled by unnecessary state changes.
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* - It allows to query the current OpenGL state without calls to \c glGet*(),
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* which typically stall the graphics pipeline (see, for instance,
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* \c captureCurrentState() and \c getModelViewMatrix()).
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*/
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class OSG_EXPORT State : public Referenced, public Observer
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{
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public :
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