From Paul Martz, clean up of comments.
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@ -67,17 +67,18 @@ namespace osg {
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// forward decalr GraphicsContext
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class GraphicsContext;
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/** Encapsulates the current applied OpenGL modes, attributes and vertex arrays settings,.
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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 querrying 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 is the most common situations.
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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 stated, no OpenGL
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* call will be made, this ensures that OpenGL pipeline is not stalled by unncessary state changes.
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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 unncessary 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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