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From Jannik Heller, typo fixes
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git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
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robertosfield committed Apr 13, 2015
1 parent 9b7f5ed commit 2fc91c8
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Showing 60 changed files with 110 additions and 110 deletions.
4 changes: 2 additions & 2 deletions CMakeModules/FindFFmpeg.cmake
Expand Up @@ -14,8 +14,8 @@
#In OSG ffmpeg plugin, we used "#include <header.h>" for compatibility with old version of ffmpeg
#With the new version of FFmpeg, a file named "time.h" was added that breaks compatability with the old version of ffmpeg.

#We have to search the path which contain the header.h (usefull for old version)
#and search the path which contain the libname/header.h (usefull for new version)
#We have to search the path which contain the header.h (useful for old version)
#and search the path which contain the libname/header.h (useful for new version)

#Then we need to include ${FFMPEG_libname_INCLUDE_DIRS} (in old version case, use by ffmpeg header and osg plugin code)
# (in new version case, use by ffmpeg header)
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2 changes: 1 addition & 1 deletion CMakeModules/OsgMacroUtils.cmake
Expand Up @@ -4,7 +4,7 @@
# full path of the library name. in order to differentiate release and debug, this macro get the
# NAME of the variables, so the macro gets as arguments the target name and the following list of parameters
# is intended as a list of variable names each one containing the path of the libraries to link to
# The existance of a variable name with _DEBUG appended is tested and, in case it' s value is used
# The existence of a variable name with _DEBUG appended is tested and, in case it' s value is used
# for linking to when in debug mode
# the content of this library for linking when in debugging
#######################################################################################################
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4 changes: 2 additions & 2 deletions applications/osgconv/osgconv.cpp
Expand Up @@ -174,7 +174,7 @@ class CompressTexturesVisitor : public osg::NodeVisitor
{
texture->setInternalFormatMode(_internalFormatMode);

// need to disable the unref after apply, other the image could go out of scope.
// need to disable the unref after apply, otherwise the image could go out of scope.
bool unrefImageDataAfterApply = texture->getUnRefImageDataAfterApply();
texture->setUnRefImageDataAfterApply(false);

Expand Down Expand Up @@ -807,7 +807,7 @@ int main( int argc, char **argv )
root->accept(av);
}

// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(root.get());

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2 changes: 1 addition & 1 deletion applications/osgversion/osgversion.cpp
@@ -1,5 +1,5 @@
// The majority of the application is dedicated to building the
// current contribitors list by parsing the ChangeLog, it just takes
// current contributors list by parsing the ChangeLog, it just takes
// one line in the main itself to report the version number.

#include <set>
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2 changes: 1 addition & 1 deletion applications/present3D/Cluster.cpp
Expand Up @@ -250,7 +250,7 @@ void CameraPacket::writeEventQueue(osgViewer::Viewer& viewer)

//////////////////////////////////////////////////////////////////////////////
//
// Reciever
// Receiver
//
Receiver::Receiver( void )
{
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2 changes: 1 addition & 1 deletion applications/present3D/present3D.cpp
Expand Up @@ -248,7 +248,7 @@ void processLoadedModel(osg::ref_ptr<osg::Node>& loadedModel, int optimizer_opti
loadedModel->getOrCreateStateSet()->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
#endif

// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get(), optimizer_options);

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2 changes: 1 addition & 1 deletion examples/osg2cpp/osg2cpp.cpp
Expand Up @@ -7,7 +7,7 @@

#include <iostream>

// Search in str for all occurences of spat and replace them with rpat.
// Search in str for all occurrences of spat and replace them with rpat.
void searchAndReplace(std::string& str, const std::string& spat, const std::string& rpat)
{
std::string::size_type pos = 0;
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6 changes: 3 additions & 3 deletions examples/osganimationsolid/osganimationsolid.cpp
Expand Up @@ -71,7 +71,7 @@ int main (int argc, char* argv[])
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));

//Tranformation to be manipulated by the animation
//Transformation to be manipulated by the animation
osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
trans->setName("AnimatedNode");
//Dynamic object, has to be updated during update traversal
Expand All @@ -84,7 +84,7 @@ int main (int argc, char* argv[])
//The second element modifies the rotation around x-axis
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0));
//connect the UpdateMatrixTransform callback to the MatrixTRanform
//connect the UpdateMatrixTransform callback to the MatrixTransform
trans->setUpdateCallback(updatecb);
//initialize MatrixTranform
trans->setMatrix(osg::Matrix::identity());
Expand All @@ -102,7 +102,7 @@ int main (int argc, char* argv[])
//add the rest of the scene to the grp node
grp->addChild(root);

// And we finaly define our channel for linear Vector interpolation
// And we finally define our channel for linear Vector interpolation
osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
//name of the AnimationUpdateCallback
channelAnimation1->setTargetName("AnimatedCallback");
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4 changes: 2 additions & 2 deletions examples/osganimationtimeline/osganimationtimeline.cpp
Expand Up @@ -98,9 +98,9 @@ struct ExampleTimelineUsage : public osgGA::GUIEventHandler
{
// we add a scratch head priority 1 each 10 second
// note:
// it's possible to add the same instance more then once on the timeline
// it's possible to add the same instance more than once on the timeline
// the only things you need to take care is if you remove it. It will remove
// all instance that exist on the timeline. If you need to differtiate
// all instance that exist on the timeline. If you need to differentiate
// it's better to create a new instance
tml->addActionAt(5.0 + 10.0 * i, _scratchHead.get(), 1);
}
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2 changes: 1 addition & 1 deletion examples/osgautocapture/osgautocapture.cpp
Expand Up @@ -406,7 +406,7 @@ int main( int argc, char **argv )
viewer.renderingTraversals();

osg::Timer_t afterRenderTick = osg::Timer::instance()->tick();
std::cout<<"Rendring time = "<<osg::Timer::instance()->delta_s(beforeRenderTick, afterRenderTick) <<" seconds"<<std::endl;
std::cout<<"Rendering time = "<<osg::Timer::instance()->delta_s(beforeRenderTick, afterRenderTick) <<" seconds"<<std::endl;

return 0;
}
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2 changes: 1 addition & 1 deletion examples/osgbillboard/osgbillboard.cpp
Expand Up @@ -130,7 +130,7 @@ osg::Node* createModel()
// create the root node which will hold the model.
osg::Group* root = new osg::Group();

// add the drawable into a single goede to be shared...
// add the drawable into a single geode to be shared...
osg::Billboard* center = new osg::Billboard();
center->setMode(osg::Billboard::POINT_ROT_EYE);
center->addDrawable(
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2 changes: 1 addition & 1 deletion examples/osgcamera/osgcamera.cpp
Expand Up @@ -304,7 +304,7 @@ int main( int argc, char **argv )
osgViewer::View* view = dynamic_cast<osgViewer::View*>(object.get());
if (view)
{
osg::notify(osg::NOTICE)<<"Read config file succesfully"<<std::endl;
osg::notify(osg::NOTICE)<<"Read config file successfully"<<std::endl;
}
else
{
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4 changes: 2 additions & 2 deletions examples/osgclip/osgclip.cpp
Expand Up @@ -59,7 +59,7 @@ osg::Node* decorate_with_clip_node(osg::Node* subgraph)
rootnode->addChild(wireframe_subgraph);

/*
// simple approach to adding a clipnode above a subrgaph.
// simple approach to adding a clipnode above a subgraph.
// create clipped part.
osg::ClipNode* clipped_subgraph = new osg::ClipNode;
Expand All @@ -78,7 +78,7 @@ osg::Node* decorate_with_clip_node(osg::Node* subgraph)


// more complex approach to managing ClipNode, allowing
// ClipNode node to be transformed independantly from the subgraph
// ClipNode node to be transformed independently from the subgraph
// that it is clipping.

osg::MatrixTransform* transform= new osg::MatrixTransform;
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2 changes: 1 addition & 1 deletion examples/osgcopy/osgcopy.cpp
Expand Up @@ -211,7 +211,7 @@ int main( int argc, char **argv )

// ------------- Start of copy specific code -------------------------------------------------------

// do a deep copy, using MyCopyOp to reveal whats going on under the good,
// do a deep copy, using MyCopyOp to reveal whats going on under the hood,
// in your own code you'd typically just use the basic osg::CopyOp something like
osg::ref_ptr<osg::Node> mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_ALL));
std::cout << "Doing a deep copy of scene graph"<<std::endl;
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2 changes: 1 addition & 1 deletion examples/osgdistortion/osgdistortion.cpp
Expand Up @@ -123,7 +123,7 @@ class WindowResizedHandler : public osgGA::GUIEventHandler
OSG_NOTICE<<" WindowWidth="<<ea.getWindowWidth()<<std::endl;
OSG_NOTICE<<" WindowHeight="<<ea.getWindowHeight()<<std::endl;

// reset the Camera viewpoer and associated Texture's to make sure it tracks the new window size.
// reset the Camera viewport and associated Texture's to make sure it tracks the new window size.
camera->resize(ea.getWindowWidth(), ea.getWindowHeight());
}
return false;
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2 changes: 1 addition & 1 deletion examples/osggeometry/osggeometry.cpp
Expand Up @@ -44,7 +44,7 @@
// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familiarity with
// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// haven't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!

// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides
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4 changes: 2 additions & 2 deletions examples/osgparticleshader/osgparticleshader.cpp
Expand Up @@ -56,7 +56,7 @@ void createFountainEffect( osgParticle::ModularEmitter* emitter, osgParticle::Mo
// Bounce particles off objects defined by one or more domains.
// Supported domains include triangle, rectangle, plane, disk and sphere.
// Since a bounce always happens instantaneously, it will not work correctly with unstable delta-time.
// At present, even the floating error of dt (which are applied to ParticleSystem and Operator seperately)
// At present, even the floating error of dt (which are applied to ParticleSystem and Operator separately)
// causes wrong bounce results. Some one else may have better solutions for this.
osg::ref_ptr<osgParticle::BounceOperator> bounce = new osgParticle::BounceOperator;
bounce->setFriction( -0.05 );
Expand Down Expand Up @@ -191,7 +191,7 @@ int main( int argc, char** argv )

// A floating error of delta-time should be explained here:
// The particles emitter, program and updater all use a 'dt' to compute the time value in every frame.
// Because the 'dt' is a double value, it is not suitable to keep three copies of it seperately, which
// Because the 'dt' is a double value, it is not suitable to keep three copies of it separately, which
// is the previous implementation. The small error makes some opeartors unable to work correctly, e.g.
// the BounceOperator.
// Now we make use of the getDeltaTime() of ParticleSystem to maintain and dispatch the delta time. But..
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6 changes: 3 additions & 3 deletions examples/osgreflect/osgreflect.cpp
Expand Up @@ -41,7 +41,7 @@
// A simple demo demonstrating planar reflections using multiple renderings
// of a subgraph, overriding of state attribures and use of the stencil buffer.
//
// The multipass system implemented here is a variation if Mark Kilgard's
// The multipass system implemented here is a variation of Mark Kilgard's
// paper "Improving Shadows and Reflections via the Stencil Buffer" which
// can be found on the developer parts of the NVidia web site.
//
Expand All @@ -52,7 +52,7 @@
// world poking through the mirror to be seen in the final rendering and
// also obscures the world correctly when on the reverse side of the mirror.
// Although there is still some unresolved issue with the clip plane needing
// to be flipped when looking at the reverse side of the mirror. Niether
// to be flipped when looking at the reverse side of the mirror. Neither
// of these issues are mentioned in the Mark's paper, but trip us up when
// we apply them.

Expand Down Expand Up @@ -322,7 +322,7 @@ osg::Node* createMirroredScene(osg::Node* model)
//
// create the viewer
// load a model
// decoate the model so it renders using a multipass stencil buffer technique for planar reflections.
// decorate the model so it renders using a multipass stencil buffer technique for planar reflections.
// release the viewer
// run main loop.
//
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2 changes: 1 addition & 1 deletion examples/osgshadercomposition/osgshadercomposition.cpp
Expand Up @@ -173,7 +173,7 @@ int main( int argc, char **argv )
}
else
{
// use new #pragama(tic) shader composition.
// use new #pragma(tic) shader composition.
osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
if (!scenegraph) return 1;

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2 changes: 1 addition & 1 deletion examples/osgtexture2DArray/osgtexture2DArray.cpp
Expand Up @@ -112,7 +112,7 @@ osg::StateSet* createState(osg::ArgumentParser& arguments)
}
else
{
OSG_NOTICE<<"Assigned all images to Texture2DArray seperately."<<std::endl;
OSG_NOTICE<<"Assigned all images to Texture2DArray separately."<<std::endl;

texture->setImage(0, image_0.get());
texture->setImage(1, image_1.get());
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2 changes: 1 addition & 1 deletion examples/osgtexture3D/osgtexture3D.cpp
Expand Up @@ -31,7 +31,7 @@
#include <iostream>

//
// A simple demo demonstrating use osg::Texture3D to create a blended animation between four seperate images packed together into a 3d texture
// A simple demo demonstrating use osg::Texture3D to create a blended animation between four separate images packed together into a 3d texture
//

typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
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2 changes: 1 addition & 1 deletion examples/osgwindows/osgwindows.cpp
Expand Up @@ -96,7 +96,7 @@ int main( int argc, char **argv )
}


// optimize the scene graph, remove rendundent nodes and state etc.
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());

Expand Down
24 changes: 12 additions & 12 deletions include/OpenThreads/Thread
Expand Up @@ -191,19 +191,19 @@ public:
/**
* Set the thread's schedule priority. This is a complex method.
* Beware of thread priorities when using a many-to-many kernel
* entity implemenation (such as IRIX pthreads). If one is not carefull
* entity implemenation (such as IRIX pthreads). If one is not careful
* to manage the thread priorities, a priority inversion deadlock can
* easily occur (Although the OpenThreads::Mutex & OpenThreads::Barrier
* constructs have been designed with this senario in mind). Unless
* you have explicit need to set the schedule pirorites for a given
* constructs have been designed with this scenario in mind). Unless
* you have explicit need to set the schedule priorities for a given
* task, it is best to leave them alone.
*
* @note some implementations (notably LinuxThreads and IRIX Sprocs)
* only alow you to decrease thread priorities dynamically. Thus,
* only allow you to decrease thread priorities dynamically. Thus,
* a lower priority thread will not allow it's priority to be raised
* on the fly.
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
Expand All @@ -213,7 +213,7 @@ public:
/**
* Get the thread's schedule priority (if able)
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
Expand All @@ -229,7 +229,7 @@ public:
* the danger of deadlocking the machine when used as super-user.
* In such cases, the command is a no-op.
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
Expand All @@ -239,7 +239,7 @@ public:
/**
* Get the thread's policy (if able)
*
* @note seting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* @note setting the environment variable OUTPUT_THREADLIB_SCHEDULING_INFO
* will output scheduling information for each thread to stdout.
*
* @return policy if normal, -1 if errno set, errno code otherwise.
Expand Down Expand Up @@ -287,14 +287,14 @@ public:
int join();

/**
* Disable thread cancelation altogether. Thread::cancel() has no effect.
* Disable thread cancellation altogether. Thread::cancel() has no effect.
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
*/
int setCancelModeDisable();

/**
* Mark the thread to cancel aysncronously on Thread::cancel().
* Mark the thread to cancel asynchronously on Thread::cancel().
* (May not be available with process-level implementations).
*
* @return 0 if normal, -1 if errno set, errno code otherwise.
Expand Down Expand Up @@ -324,7 +324,7 @@ public:

/**
* Thread's cancel cleanup routine, called upon cancel(), after the
* cancelation has taken place, but before the thread exits completely.
* cancellation has taken place, but before the thread exits completely.
* This method should be used to repair parts of the thread's data
* that may have been damaged by a pre-mature cancel. No-op by default.
*/
Expand All @@ -346,7 +346,7 @@ public:
* This is not strictly thread API but is used
* so often with threads. It's basically UNIX usleep. Parameter is
* number of microseconds we current thread to sleep. Returns 0 on
* succes, non-zero on failure (UNIX errno or GetLastError() will give
* success, non-zero on failure (UNIX errno or GetLastError() will give
* detailed description.
*/
static int microSleep( unsigned int microsec);
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2 changes: 1 addition & 1 deletion include/osg/Billboard
Expand Up @@ -21,7 +21,7 @@ namespace osg {

/** Billboard is a derived form of Geode that orients its osg::Drawable
* children to face the eye point. Typical uses include trees and
* particle explosions,
* particle explosions.
*/
class OSG_EXPORT Billboard : public Geode
{
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2 changes: 1 addition & 1 deletion include/osg/BoundingSphere
Expand Up @@ -180,7 +180,7 @@ void BoundingSphereImpl<VT>::expandRadiusBy(const vector_type& v)
template<typename VT>
void BoundingSphereImpl<VT>::expandBy(const BoundingSphereImpl& sh)
{
// ignore operation if incomming BoundingSphere is invalid.
// ignore operation if incoming BoundingSphere is invalid.
if (!sh.valid()) return;

// This sphere is not set so use the inbound sphere
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2 changes: 1 addition & 1 deletion include/osg/BufferIndexBinding
Expand Up @@ -45,7 +45,7 @@ class OSG_EXPORT BufferIndexBinding : public StateAttribute
BufferIndexBinding(const BufferIndexBinding& rhs, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
public:
// The member value is part of the key to this state attribute in
// the State class. Using the index target, we can seperately
// the State class. Using the index target, we can separately
// track the bindings for many different index targets.
virtual unsigned getMember() const { return static_cast<unsigned int>(_index); }

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2 changes: 1 addition & 1 deletion include/osg/BufferTemplate
Expand Up @@ -23,7 +23,7 @@ namespace osg
{

/** Template buffer class to be used with a struct as template parameter.
* This class is usefull to send C++ structures on the GPU (e.g. for uniform blocks) but be carefull to the alignments rules on the GPU side !
* This class is useful to send C++ structures on the GPU (e.g. for uniform blocks) but be careful to the alignments rules on the GPU side !
*/
template <typename T>
class BufferTemplate : public BufferData
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2 changes: 1 addition & 1 deletion include/osg/ImageSequence
Expand Up @@ -137,7 +137,7 @@ protected:

int imageIndex(double time);

// setImage without aquiring mutex.
// setImage without acquiring mutex.
void _setImage(unsigned int pos, osg::Image* image);

double _referenceTime;
Expand Down

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