spelling change

This commit is contained in:
ZappoMan 2014-10-15 20:23:04 -07:00
parent 921a3fb8c0
commit 4c7ecba579
2 changed files with 9 additions and 9 deletions

View file

@ -47,7 +47,7 @@ Model::Model(QObject* parent) :
_blendNumber(0),
_appliedBlendNumber(0),
_calculatedMeshBoxesValid(false),
_meshesGroupsKnown(false) {
_meshGroupsKnown(false) {
// we may have been created in the network thread, but we live in the main thread
moveToThread(Application::getInstance()->thread());
@ -273,7 +273,7 @@ void Model::reset() {
_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation, 0.0f);
}
_meshesGroupsKnown = false;
_meshGroupsKnown = false;
}
bool Model::updateGeometry() {
@ -323,7 +323,7 @@ bool Model::updateGeometry() {
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
_meshesGroupsKnown = false;
_meshGroupsKnown = false;
setJointStates(newJointStates);
needToRebuild = true;
} else if (_jointStates.isEmpty()) {
@ -426,7 +426,7 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
}
}
if (!_meshesGroupsKnown) {
if (!_meshGroupsKnown) {
segregateMeshGroups();
}
@ -1247,7 +1247,7 @@ void Model::applyNextGeometry() {
// we retain a reference to the base geometry so that its reference count doesn't fall to zero
_baseGeometry = _nextBaseGeometry;
_geometry = _nextGeometry;
_meshesGroupsKnown = false;
_meshGroupsKnown = false;
_nextBaseGeometry.reset();
_nextGeometry.reset();
}
@ -1380,7 +1380,7 @@ void Model::segregateMeshGroups() {
qDebug() << "unexpected!!! this mesh didn't fall into any or our groups???";
}
}
_meshesGroupsKnown = true;
_meshGroupsKnown = true;
}
int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
@ -1487,11 +1487,11 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
// i is the "index" from the original networkMeshes QVector...
foreach (int i, list) {
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshesGroupsKnown
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
// to false to rebuild out mesh groups.
if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
_meshesGroupsKnown = false; // regenerate these lists next time around.
_meshGroupsKnown = false; // regenerate these lists next time around.
continue;
}

View file

@ -335,7 +335,7 @@ private:
void segregateMeshGroups(); // used to calculate our list of translucent vs opaque meshes
bool _meshesGroupsKnown;
bool _meshGroupsKnown;
QVector<int> _meshesTranslucent;
QVector<int> _meshesTranslucentTangents;