Fixed typos in the documentation
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@ -248,7 +248,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixd& matrix) { _camera->setViewMatrix(matrix); }
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inline void setViewMatrix(const osg::Matrixd& matrix) { _camera->setViewMatrix(matrix); }
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/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
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/** Set the position and orientation of view matrix, using the same convention as gluLookAt. */
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void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
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void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
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/** Get the view matrix. */
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/** Get the view matrix. */
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@ -257,7 +257,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
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/** Get the const view matrix. */
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/** Get the const view matrix. */
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const osg::Matrixd& getViewMatrix() const { return _camera->getViewMatrix(); }
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const osg::Matrixd& getViewMatrix() const { return _camera->getViewMatrix(); }
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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/** Get the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f) const;
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void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f) const;
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