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Timestamp:
03/21/12 18:36:20 (2 years ago)
Author:
robert
Message:

Ran script to remove trailing spaces and tabs

Files:
1 modified

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  • OpenSceneGraph/trunk/include/osgFX/SpecularHighlights

    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*/ 
     
    2323 
    2424    /** 
    25       This effect applies additive specular highlights at fragment level (instead  
    26      of OpenGL's vertex-level lighting) by using a cube map and reflective texgen.  
    27      A texture matrix is computed to rotate the cube map automatically; this makes  
    28      the specular effect consistent with respect to view direction and light position.  
     25      This effect applies additive specular highlights at fragment level (instead 
     26     of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. 
     27     A texture matrix is computed to rotate the cube map automatically; this makes 
     28     the specular effect consistent with respect to view direction and light position. 
    2929     The user can choose which light should be used to compute the texture matrix. 
    30      This effect requires the GL_ARB_texture_env_add extension and one of the cube map  
     30     This effect requires the GL_ARB_texture_env_add extension and one of the cube map 
    3131     extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3). 
    3232     */ 
     
    3636        SpecularHighlights(const SpecularHighlights& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); 
    3737 
    38         META_Effect(osgFX, SpecularHighlights,  
    39          
    40             "Specular Highlights",  
    41              
     38        META_Effect(osgFX, SpecularHighlights, 
     39 
     40            "Specular Highlights", 
     41 
    4242            "This effect applies additive specular highlights at fragment level (instead " 
    4343            "of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. " 
     
    4646            "The user can choose which light should be used to compute the texture matrix.\n" 
    4747            "This effect requires the GL_ARB_texture_env_add extension and one of the cube map " 
    48             "extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).",  
    49              
     48            "extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).", 
     49 
    5050            "Marco Jez"); 
    51              
    52          
     51 
     52 
    5353        /** get the OpenGL light number */ 
    5454        inline int getLightNumber() const; 
    55          
     55 
    5656        /** set the OpenGL light number that will be used in lighting computations */ 
    5757        inline void setLightNumber(int n); 
    58          
     58 
    5959        /** get the texture unit number */ 
    6060        inline int getTextureUnit() const; 
    61          
     61 
    6262        /** set the texture unit that will be used to apply the cube map */ 
    6363        inline void setTextureUnit(int n); 
    64          
     64 
    6565        /** get the specular color */ 
    6666        inline const osg::Vec4& getSpecularColor() const; 
    67          
     67 
    6868        /** set the specular color */ 
    6969        inline void setSpecularColor(const osg::Vec4& color); 
    70          
     70 
    7171        /** get the specular exponent */ 
    7272        inline float getSpecularExponent() const; 
    73          
     73 
    7474        /** set the specular exponent */ 
    7575        inline void setSpecularExponent(float e); 
     
    8989 
    9090    // INLINE METHODS 
    91      
     91 
    9292    inline int SpecularHighlights::getLightNumber() const 
    9393    { 
    9494        return _lightnum; 
    9595    } 
    96      
     96 
    9797    inline void SpecularHighlights::setLightNumber(int n) 
    9898    { 
     
    100100        dirtyTechniques(); 
    101101    } 
    102      
     102 
    103103    inline int SpecularHighlights::getTextureUnit() const 
    104104    { 
    105105        return _unit; 
    106106    } 
    107      
     107 
    108108    inline void SpecularHighlights::setTextureUnit(int n) 
    109109    { 
     
    116116        return _color; 
    117117    } 
    118      
     118 
    119119    inline void SpecularHighlights::setSpecularColor(const osg::Vec4& color) 
    120120    { 
     
    127127        return _sexp; 
    128128    } 
    129      
     129 
    130130    inline void SpecularHighlights::setSpecularExponent(float e) 
    131131    {