Fixed indentation

This commit is contained in:
Robert Osfield 2011-11-18 08:15:36 +00:00
parent ce021df661
commit c7542d5cd8

View File

@ -201,8 +201,8 @@ bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIAc
return true; return true;
} }
else if (ea.getKey()=='p' || else if (ea.getKey()=='p' ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_Left || ea.getKey()==osgGA::GUIEventAdapter::KEY_Left ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left) ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left)
{ {
_ForestTechniqueManager->advanceToNextTechnique(-1); _ForestTechniqueManager->advanceToNextTechnique(-1);
return true; return true;
@ -260,11 +260,11 @@ bool ForestTechniqueManager::Cell::divide(unsigned int maxNumTreesPerCell)
(*citr)->divide(maxNumTreesPerCell); (*citr)->divide(maxNumTreesPerCell);
} }
return true; return true;
} }
else else
{ {
return false; return false;
} }
} }
bool ForestTechniqueManager::Cell::divide(bool xAxis, bool yAxis, bool zAxis) bool ForestTechniqueManager::Cell::divide(bool xAxis, bool yAxis, bool zAxis)
@ -959,7 +959,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
osg::ref_ptr<Cell> cell = new Cell; osg::ref_ptr<Cell> cell = new Cell;
cell->addTrees(trees); cell->addTrees(trees);
cell->divide(); cell->divide();
std::cout<<"done."<<std::endl; std::cout<<"done."<<std::endl;
osg::Texture2D *tex = new osg::Texture2D; osg::Texture2D *tex = new osg::Texture2D;
@ -1035,7 +1035,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
"TEMP position;\n" "TEMP position;\n"
// vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz; // vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
"MAD position, vpos, vcol.w, vcol;\n" "MAD position, vpos, vcol.w, vcol;\n"
// gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); // gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
@ -1048,7 +1048,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
// gl_FrontColor = vec4(1.0,1.0,1.0,1.0); // gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
"MOV result.color.front.primary, one;\n" "MOV result.color.front.primary, one;\n"
// texcoord = gl_MultiTexCoord0.st; // texcoord = gl_MultiTexCoord0.st;
"MOV result.texcoord, tc;\n" "MOV result.texcoord, tc;\n"
"END\n"; "END\n";