Fix of tabbing and typo
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4c4be0a750
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c204628d1a
@ -48,7 +48,7 @@ namespace osg {
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#endif
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#endif
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/** macro for use with osg::StateAttrbiute::apply methods for detecting and
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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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#define OSG_GL_DEBUG(message) \
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if (state.getFineGrainedErrorDetection()) \
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@ -69,17 +69,17 @@ class SG_EXPORT State : public Referenced
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State();
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/** push stateset onto state stack.*/
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/** Push stateset onto state stack.*/
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void pushStateSet(const StateSet* dstate);
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/** pop stateset off state stack.*/
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/** Pop stateset off state stack.*/
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void popStateSet();
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/** pop all statesets off state stack, ensuring it is empty ready for the next frame.
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* note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply().*/
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* Note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply().*/
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void popAllStateSets();
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/** copy the modes and attributes which captures the current state.*/
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/** Copy the modes and attributes which capture the current state.*/
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void captureCurrentState(StateSet& stateset) const;
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/** reset the state object to an empty stack.*/
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@ -273,8 +273,6 @@ class SG_EXPORT State : public Referenced
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/** Get the current specified attribute, return NULL if one has not yet been applied.*/
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const StateAttribute* getLastAppliedAttribute(StateAttribute::Type type) const;
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/** texture Mode has been set externally, update state to reflect this setting.*/
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void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
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@ -307,7 +305,7 @@ class SG_EXPORT State : public Referenced
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/** Dirty the modes attributes previously applied in osg::State.*/
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void dirtyAllAttributes();
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/** disable the vertex, normal, color, tex coords, secenday color, fog coord and index arrays.*/
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/** disable the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
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void disableAllVertexArrays();
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/** dirty the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
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@ -596,14 +594,14 @@ class SG_EXPORT State : public Referenced
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}
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}
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/** set the current tex coord array texture unit, return true if selected,
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* false if selection failed such as when multitexturing is not supported.
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/** Set the current tex coord array texture unit, return true if selected,
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* false if selection failed such as when multitexturing is not supported.
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* note, only updates values that change.*/
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bool setClientActiveTextureUnit( unsigned int unit );
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/** set the current texture unit, return true if selected,
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* false if selection failed such as when multitexturing is not supported.
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* false if selection failed such as when multitexturing is not supported.
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* note, only updates values that change.*/
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bool setActiveTextureUnit( unsigned int unit );
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@ -641,7 +639,7 @@ class SG_EXPORT State : public Referenced
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for each context, the contextID simply acts as an index in local
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arrays that they maintain for the purpose.
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Typical settings for contextID are 0,1,2,3... up to the maximum
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number of graphics contexts you have setup.
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number of graphics contexts you have set up.
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By default contextID is 0.*/
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inline void setContextID(unsigned int contextID) { _contextID=contextID; }
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@ -652,7 +650,7 @@ class SG_EXPORT State : public Referenced
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/** Set the frame stamp for the current frame.*/
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inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
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/** Set the frame stamp for the current frame.*/
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/** Get the frame stamp for the current frame.*/
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inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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@ -1026,7 +1024,7 @@ inline void State::applyModeList(ModeMap& modeMap,const StateSet::ModeList& mode
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if (!ms.valueVec.empty() && (ms.valueVec.back() & StateAttribute::OVERRIDE) && !(ds_mitr->second & StateAttribute::PROTECTED))
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{
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// override is on, there just treat as a normal apply on modes.
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// override is on, just treat as a normal apply on modes.
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if (ms.changed)
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{
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@ -1124,8 +1122,8 @@ inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet:
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else if (ds_aitr->first<this_aitr->first)
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{
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// ds_mitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aistr->first.
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// ds_aitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aitr->first.
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AttributeStack& as = attributeMap[ds_aitr->first];
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const StateAttribute* new_attr = ds_aitr->second.first.get();
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@ -1146,7 +1144,7 @@ inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet:
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if (!as.attributeVec.empty() && (as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
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{
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// override is on, there just treat as a normal apply on modes.
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// override is on, just treat as a normal apply on modes.
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if (as.changed)
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{
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@ -1197,8 +1195,8 @@ inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet:
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ds_aitr!=attributeList.end();
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++ds_aitr)
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{
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// ds_mitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aistr->first.
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// ds_aitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aitr->first.
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AttributeStack& as = attributeMap[ds_aitr->first];
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const StateAttribute* new_attr = ds_aitr->second.first.get();
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@ -65,7 +65,7 @@ class SG_EXPORT StateSet : public Object
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nodes which inherit all of their modes for the global state.*/
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void setAllToInherit();
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/** merge this stateset with stateset rhs, this overrides
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/** merge this stateset with stateset rhs, this overrides
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* the rhs if OVERRIDE is specified, otherwise rhs takes precedence.*/
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void merge(const StateSet& rhs);
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@ -76,7 +76,7 @@ class SG_EXPORT StateSet : public Object
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void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** set this StateSet to inherit specified GLMode type from parents.
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* Has the effect of deleting any GlMode of specified type from StateSet.*/
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* Has the effect of deleting any GLMode of specified type from StateSet.*/
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void setModeToInherit(StateAttribute::GLMode mode);
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/** get specified GLModeValue for specified GLMode.
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@ -105,15 +105,15 @@ class SG_EXPORT StateSet : public Object
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void setAttributeToInherit(StateAttribute::Type type);
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/** get specified StateAttribute for specified type.
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* returns NULL if no type is contained within StateSet.*/
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* Returns NULL if no type is contained within StateSet.*/
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StateAttribute* getAttribute(StateAttribute::Type type);
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/** get specified const StateAttribute for specified type.
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* returns NULL if no type is contained within const StateSet.*/
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* Returns NULL if no type is contained within const StateSet.*/
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const StateAttribute* getAttribute(StateAttribute::Type type) const;
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/** get specified RefAttributePair for specified type.
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* returns NULL if no type is contained within StateSet.*/
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* Returns NULL if no type is contained within StateSet.*/
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const RefAttributePair* getAttributePair(StateAttribute::Type type) const;
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/** return the list of all StateAttributes contained in this StateSet.*/
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@ -129,7 +129,7 @@ class SG_EXPORT StateSet : public Object
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/** set this StateSet to contain specified GLMode and value.*/
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void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** set this StateSet to inherit specified GLMode type from parents.
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* has the effect of deleting any GlMode of specified type from StateSet.*/
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* has the effect of deleting any GLMode of specified type from StateSet.*/
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void setTextureModeToInherit(unsigned int unit,StateAttribute::GLMode mode);
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/** get specified GLModeValue for specified GLMode.
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@ -162,13 +162,13 @@ class SG_EXPORT StateSet : public Object
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const StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type) const;
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/** get specified Texture related RefAttributePair for specified type.
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* returns NULL if no type is contained within StateSet.*/
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* Returns NULL if no type is contained within StateSet.*/
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const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
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/** return the list of all Texture related StateAttributes contained in this StateSet.*/
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/** Return the list of all Texture related StateAttributes contained in this StateSet.*/
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inline TextureAttributeList& getTextureAttributeList() { return _textureAttributeList; }
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/** return the const list of all Texture related StateAttributes contained in this const StateSet.*/
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/** Return the const list of all Texture related StateAttributes contained in this const StateSet.*/
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inline const TextureAttributeList& getTextureAttributeList() const { return _textureAttributeList; }
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