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Timestamp:
03/21/12 18:36:20 (3 years ago)
Author:
robert
Message:

Ran script to remove trailing spaces and tabs

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1 modified

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  • OpenSceneGraph/trunk/include/osgFX/AnisotropicLighting

    r5328 r13041  
    1 /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield  
     1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
    22 * 
    3  * This library is open source and may be redistributed and/or modified under   
    4  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or  
     3 * This library is open source and may be redistributed and/or modified under 
     4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
    55 * (at your option) any later version.  The full license is in LICENSE file 
    66 * included with this distribution, and on the openscenegraph.org website. 
    7  *  
     7 * 
    88 * This library is distributed in the hope that it will be useful, 
    99 * but WITHOUT ANY WARRANTY; without even the implied warranty of 
    10  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the  
     10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
    1111 * OpenSceneGraph Public License for more details. 
    1212*/ 
     
    2626 
    2727    /** 
    28      This single-pass effect implements a sort of anisotropic  
     28     This single-pass effect implements a sort of anisotropic 
    2929     lighting that replaces the standard OpenGL lighting model. 
    30      The final color of vertices is not computed directly, it is  
    31      the result of a texture lookup on a user-supplied lighting  
    32      image map. A vertex program is used to compute the s and t  
    33      texture coordinates as follows: s = (N dot H) ; t = (N dot L)  
    34      where N is the vertex normal, L is the light-to-vertex vector,  
    35      H is the half-way vector. This is a good example of how you  
    36      can use the State::getInitialViewMatrix() method to retrieve  
    37      the view matrix and perform view-dependant effects without  
     30     The final color of vertices is not computed directly, it is 
     31     the result of a texture lookup on a user-supplied lighting 
     32     image map. A vertex program is used to compute the s and t 
     33     texture coordinates as follows: s = (N dot H) ; t = (N dot L) 
     34     where N is the vertex normal, L is the light-to-vertex vector, 
     35     H is the half-way vector. This is a good example of how you 
     36     can use the State::getInitialViewMatrix() method to retrieve 
     37     the view matrix and perform view-dependant effects without 
    3838     fakes of any kind. 
    3939     This effect requires the ARB_vertex_program extension. 
     
    4444        AnisotropicLighting(const AnisotropicLighting& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); 
    4545 
    46         META_Effect(osgFX, AnisotropicLighting,  
    47          
    48             "Anisotropic Lighting",  
    49              
     46        META_Effect(osgFX, AnisotropicLighting, 
     47 
     48            "Anisotropic Lighting", 
     49 
    5050            "This single-pass effect implements a sort of anisotropic " 
    5151            "lighting that replaces the standard OpenGL lighting model.\n" 
     
    5959            "the view matrix and perform view-dependant effects without " 
    6060            "fakes of any kind.\n" 
    61             "This effect requires the ARB_vertex_program extension.",  
    62              
     61            "This effect requires the ARB_vertex_program extension.", 
     62 
    6363            "Marco Jez"); 
    64              
    65          
     64 
     65 
    6666        /** get the lighting map */ 
    6767        inline osg::Image* getLightingMap(); 
    68          
     68 
    6969        /** get the const lighting map */ 
    7070        inline const osg::Image* getLightingMap() const; 
    71          
     71 
    7272        /** set the lighting map */ 
    7373        inline void setLightingMap(osg::Image* image); 
     
    7575        /** get the OpenGL light number */ 
    7676        inline int getLightNumber() const; 
    77          
     77 
    7878        /** set the OpenGL light number that will be used in lighting computations */ 
    7979        inline void setLightNumber(int n); 
     
    9191 
    9292    // INLINE METHODS 
    93      
     93 
    9494    inline osg::Image* AnisotropicLighting::getLightingMap() 
    9595    { 
    9696        return _texture->getImage(); 
    9797    } 
    98      
     98 
    9999    inline const osg::Image* AnisotropicLighting::getLightingMap() const 
    100100    { 
    101101        return _texture->getImage(); 
    102102    } 
    103      
     103 
    104104    inline void AnisotropicLighting::setLightingMap(osg::Image* image) 
    105105    { 
    106106        _texture->setImage(image); 
    107107    } 
    108      
     108 
    109109    inline int AnisotropicLighting::getLightNumber() const 
    110110    { 
    111111        return _lightnum; 
    112112    } 
    113      
     113 
    114114    inline void AnisotropicLighting::setLightNumber(int n) 
    115115    {