From Magnus Kessler, "I'm resubmitting a slightly different version of the changes you left out for

osg/Camera. The ::glName issue masked the fact that the "(..)" isn't handled
well in doxygen and leads to "(." in the generated files.

I'm also submitting a minor documentation fix to osgGA/DriveManipulator to get
it out of my patch queue ;)"
This commit is contained in:
Robert Osfield 2010-09-16 09:49:22 +00:00
parent b4fda3a6da
commit c6a1b7e97f
2 changed files with 18 additions and 17 deletions

View File

@ -85,28 +85,28 @@ class OSG_EXPORT Camera : public Transform, public CullSettings
const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
/** Set the clear mask used in glClear(..).
/** Set the clear mask used in glClear().
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; applyMaskAction(CLEAR_MASK); }
/** Get the clear mask.*/
inline GLbitfield getClearMask() const { return _clearMask; }
/** Set the clear color used in glClearColor(..).
/** Set the clear color used in glClearColor().
* glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true*/
void setClearColor(const osg::Vec4& color) { _clearColor=color; applyMaskAction(CLEAR_COLOR); }
/** Get the clear color.*/
const osg::Vec4& getClearColor() const { return _clearColor; }
/** Set the clear accum used in glClearAccum(..).
/** Set the clear accum used in glClearAccum().
* glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true. */
void setClearAccum(const osg::Vec4& color) { _clearAccum=color; }
/** Get the clear accum value.*/
const osg::Vec4& getClearAccum() const { return _clearAccum; }
/** Set the clear depth used in glClearDepth(..). Defaults to 1.0
/** Set the clear depth used in glClearDepth(). Defaults to 1.0
* glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true. */
void setClearDepth(double depth) { _clearDepth=depth; }

View File

@ -34,16 +34,16 @@ class OSGGA_EXPORT DriveManipulator : public CameraManipulator
virtual const char* className() const { return "Drive"; }
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
/** Get the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByMatrix(const osg::Matrixd& matrix);
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
/** Set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByInverseMatrix(const osg::Matrixd& matrix) { setByMatrix(osg::Matrixd::inverse(matrix)); }
/** get the position of the manipulator as 4x4 Matrix.*/
/** Get the position of the manipulator as 4x4 Matrix.*/
virtual osg::Matrixd getMatrix() const;
/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
/** Get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
virtual osg::Matrixd getInverseMatrix() const;
virtual void setNode(osg::Node*);
@ -86,8 +86,9 @@ class OSGGA_EXPORT DriveManipulator : public CameraManipulator
void computePosition(const osg::Vec3d& eye,const osg::Vec3d& lv,const osg::Vec3d& up);
/** For the give mouse movement calculate the movement of the camera.
Return true is camera has moved and a redraw is required.*/
/** For the given mouse movement calculate the movement of the camera.
* Return true if camera has moved and a redraw is required.
*/
bool calcMovement();
// Internal event stack comprising last two mouse events.