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