Coding style update

This commit is contained in:
Robert Osfield 2005-04-29 06:32:45 +00:00
parent 98126f1706
commit 6211eb7b48

View File

@ -58,10 +58,10 @@ namespace osgFX
public:
Technique();
/** get the name of this technique */
/** get the name of this Technique */
virtual const char *techniqueName() { return "Default"; }
/** get a brief description of this technique */
/** get a brief description of this Technique */
virtual const char *techniqueDescription() { return "This is the default technique"; }
/**
@ -69,23 +69,23 @@ namespace osgFX
to work properly. This method is called from the default implementation
of validate().
*/
virtual void getRequiredExtensions(std::vector<std::string> & /*extensions*/) const {};
virtual void getRequiredExtensions(std::vector<std::string>& /*extensions*/) const {};
/**
tests whether this technique is valid for the current rendering context.
The default behavior is to call getRequiredExtensions() and check for
extension availability.
*/
virtual bool validate(osg::State &) const;
virtual bool validate(osg::State& ) const;
/** get the number of rendering passes defined in this technique */
/** get the number of rendering passes defined in this Technique */
inline int getNumPasses() const;
/** get the StateSet object associated to the i-th pass */
inline osg::StateSet *getPassStateSet(int i);
inline osg::StateSet* getPassStateSet(int i);
/** get the const StateSet object associated to the i-th pass */
inline const osg::StateSet *getPassStateSet(int i) const;
inline const osg::StateSet* getPassStateSet(int i) const;
/**
traverse children with multipass if necessary. By default this method
@ -93,7 +93,7 @@ namespace osgFX
override it to change the default behavior.
Don't call this method directly as it is called by osgFX::Effect
*/
inline virtual void traverse(osg::NodeVisitor &nv, Effect *fx);
inline virtual void traverse(osg::NodeVisitor& nv, Effect* fx);
protected:
Technique(const Technique &): osg::Referenced() {} // copying is nonsense ;)
@ -104,10 +104,10 @@ namespace osgFX
inline void dirtyPasses();
/** create a new pass node, add it to the technique and associate a StateSet */
void addPass(osg::StateSet *ss = 0);
void addPass(osg::StateSet* ss = 0);
/** optional: return a node that overrides the child node on a specified pass */
inline virtual osg::Node *getOverrideChild(int) { return 0; }
inline virtual osg::Node* getOverrideChild(int) { return 0; }
/**
define the rendering passes that make up this technique. You must
@ -119,7 +119,7 @@ namespace osgFX
traverse children with multipass if necessary. Don't call this method
directly unless you are in a customized version of traverse().
*/
void traverse_implementation(osg::NodeVisitor &nv, Effect *fx);
void traverse_implementation(osg::NodeVisitor& nv, Effect* fx);
private:
typedef std::vector<osg::ref_ptr<osg::StateSet> > Pass_list;
@ -133,12 +133,12 @@ namespace osgFX
return static_cast<int>(_passes.size());
}
inline osg::StateSet *Technique::getPassStateSet(int i)
inline osg::StateSet* Technique::getPassStateSet(int i)
{
return _passes[i].get();
}
inline const osg::StateSet *Technique::getPassStateSet(int i) const
inline const osg::StateSet* Technique::getPassStateSet(int i) const
{
return _passes[i].get();
}
@ -148,7 +148,7 @@ namespace osgFX
_passes.clear();
}
inline void Technique::traverse(osg::NodeVisitor &nv, Effect *fx)
inline void Technique::traverse(osg::NodeVisitor& nv, Effect* fx)
{
traverse_implementation(nv, fx);
}