Fixed typo of CameraNode::setRenderTargetImplementation(..)

This commit is contained in:
Robert Osfield 2005-09-29 09:36:51 +00:00
parent b38f491c12
commit d82d598115
10 changed files with 17 additions and 17 deletions

View File

@ -343,7 +343,7 @@ osg::Group* createShadowedScene(osg::Node* shadowed,osg::MatrixTransform* light_
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::DEPTH_BUFFER, texture);

View File

@ -58,7 +58,7 @@ osg::Node* createDistortionSubgraph(osg::Node* subgraph, const osg::Vec4& clearC
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
@ -157,7 +157,7 @@ osg::Node* createDistortionSubgraph(osg::Node* subgraph, const osg::Vec4& clearC
camera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture);

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@ -98,7 +98,7 @@ void build_world(osg::Group *root)
camera->setViewMatrixAsLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER,tex.get());

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@ -229,7 +229,7 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsi
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(renderImplementation);
camera->setRenderTargetImplementation(renderImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture);

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@ -217,7 +217,7 @@ osg::Group* createShadowedScene(osg::Node* reflectedSubgraph, osg::RefNodePath r
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(renderImplementation);
camera->setRenderTargetImplementation(renderImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture, 0, i);

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@ -131,7 +131,7 @@ osg::Group* createShadowedScene(osg::Node* shadower,osg::Node* shadowed,const os
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture);

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@ -190,8 +190,8 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
SEPERATE_WINDOW
};
void setRenderTargetImplmentation(RenderTargetImplementation impl) { _renderTargetImplementation = impl; }
RenderTargetImplementation getRenderTargetImplmentation() const { return _renderTargetImplementation; }
void setRenderTargetImplementation(RenderTargetImplementation impl) { _renderTargetImplementation = impl; }
RenderTargetImplementation getRenderTargetImplementation() const { return _renderTargetImplementation; }
/** Set the draw buffer used at the start of each frame draw.

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@ -456,7 +456,7 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
camera->setViewport(0,0,new_s,new_t);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);

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@ -72,7 +72,7 @@ void OverlayNode::init()
_camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
_camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
_camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
_camera->attach(osg::CameraNode::COLOR_BUFFER, _texture.get());

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@ -1217,7 +1217,7 @@ void CullVisitor::apply(osg::CameraNode& camera)
if (itr->second._image.valid()) rtts->setImage(itr->second._image.get());
}
if (camera.getRenderTargetImplmentation()==osg::CameraNode::FRAME_BUFFER_OBJECT)
if (camera.getRenderTargetImplementation()==osg::CameraNode::FRAME_BUFFER_OBJECT)
{
osg::ref_ptr<osg::FrameBufferObject> fbo = rtts->getFrameBufferObject();
@ -1274,8 +1274,8 @@ void CullVisitor::apply(osg::CameraNode& camera)
}
}
}
else if (camera.getRenderTargetImplmentation()==osg::CameraNode::PIXEL_BUFFER ||
camera.getRenderTargetImplmentation()==osg::CameraNode::SEPERATE_WINDOW )
else if (camera.getRenderTargetImplementation()==osg::CameraNode::PIXEL_BUFFER ||
camera.getRenderTargetImplementation()==osg::CameraNode::SEPERATE_WINDOW )
{
osg::ref_ptr<osg::GraphicsContext> context = rtts->getGraphicsContext();
if (!context)
@ -1285,9 +1285,9 @@ void CullVisitor::apply(osg::CameraNode& camera)
traits->_width = viewport->width();
traits->_height = viewport->height();
traits->_pbuffer = (camera.getRenderTargetImplmentation()==osg::CameraNode::PIXEL_BUFFER);
traits->_windowDecoration = (camera.getRenderTargetImplmentation()==osg::CameraNode::SEPERATE_WINDOW);
traits->_doubleBuffer = (camera.getRenderTargetImplmentation()==osg::CameraNode::SEPERATE_WINDOW);
traits->_pbuffer = (camera.getRenderTargetImplementation()==osg::CameraNode::PIXEL_BUFFER);
traits->_windowDecoration = (camera.getRenderTargetImplementation()==osg::CameraNode::SEPERATE_WINDOW);
traits->_doubleBuffer = (camera.getRenderTargetImplementation()==osg::CameraNode::SEPERATE_WINDOW);
rtts->setDrawBuffer(GL_FRONT);