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Diffstat (limited to 'Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp')
-rw-r--r--Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp b/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp
index 68cee1b..0a81469 100644
--- a/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp
+++ b/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp
@@ -89,7 +89,7 @@ void PopulateCubeFieldScene(Scene* scene, Fill* fill,
}
}
-Fill* CreateTexureFill(RenderDevice* prender, const String& filename)
+Fill* CreateTextureFill(RenderDevice* prender, const String& filename)
{
Ptr<File> imageFile = *new SysFile(filename);
Ptr<Texture> imageTex;
@@ -132,15 +132,15 @@ void OculusWorldDemoApp::PopulateScene(const char *fileName)
// 10x10x10 cubes.
- Ptr<Fill> fillR = *CreateTexureFill(pRender, mainFilePathNoExtension + "_redCube.tga");
+ Ptr<Fill> fillR = *CreateTextureFill(pRender, mainFilePathNoExtension + "_redCube.tga");
PopulateCubeFieldScene(&RedCubesScene, fillR.GetPtr(), 10, 10, 10, Vector3f(0.0f, 0.0f, 0.0f), 0.4f);
// 10x10x10 cubes.
- Ptr<Fill> fillB = *CreateTexureFill(pRender, mainFilePathNoExtension + "_blueCube.tga");
+ Ptr<Fill> fillB = *CreateTextureFill(pRender, mainFilePathNoExtension + "_blueCube.tga");
PopulateCubeFieldScene(&BlueCubesScene, fillB.GetPtr(), 10, 10, 10, Vector3f(0.0f, 0.0f, 0.0f), 0.4f);
// Anna: OculusWorldDemo/Assets/Tuscany/Tuscany_OculusCube.tga file needs to be added
- Ptr<Fill> imageFill = *CreateTexureFill(pRender, mainFilePathNoExtension + "_OculusCube.tga");
+ Ptr<Fill> imageFill = *CreateTextureFill(pRender, mainFilePathNoExtension + "_OculusCube.tga");
PopulateCubeFieldScene(&OculusCubesScene, imageFill.GetPtr(), 11, 4, 35, Vector3f(0.0f, 0.0f, -6.0f), 0.5f);
@@ -219,7 +219,7 @@ void OculusWorldDemoApp::RenderAnimatedBlocks(ovrEyeType eye, double appTime)
{
for ( int i = 0; i < numBlocks; i++ )
{
- float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( Math<float>::Pi * 2.0f );
+ float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( MATH_FLOAT_PI * 2.0f );
Vector3f pos;
pos.x = BlocksCenter.x + radius * cosf ( angle );
pos.y = BlocksCenter.y;
@@ -247,7 +247,7 @@ void OculusWorldDemoApp::RenderAnimatedBlocks(ovrEyeType eye, double appTime)
{
for ( int i = 0; i < numBlocks; i++ )
{
- float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( Math<float>::Pi * 2.0f );
+ float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( MATH_FLOAT_PI * 2.0f );
Vector3f pos;
pos.x = BlocksCenter.x;
pos.y = BlocksCenter.y + radius * cosf ( angle );