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Scene node name consistency in the samples.

Lasse Öörni 12 years ago
parent
commit
58903874f7

+ 1 - 1
Source/Samples/04_StaticScene/StaticScene.cpp

@@ -91,7 +91,7 @@ void StaticScene::CreateScene()
     // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
     // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
     // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
     // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
     // The light will use default settings (white light, no shadows)
     // The light will use default settings (white light, no shadows)
-    Node* lightNode = scene_->CreateChild("Directional light");
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
     Light* light = lightNode->CreateComponent<Light>();
     Light* light = lightNode->CreateComponent<Light>();
     light->SetLightType(LIGHT_DIRECTIONAL);
     light->SetLightType(LIGHT_DIRECTIONAL);

+ 1 - 1
Source/Samples/06_SkeletalAnimation/SkeletalAnimation.cpp

@@ -104,7 +104,7 @@ void SkeletalAnimation::CreateScene()
     zone->SetFogEnd(300.0f);
     zone->SetFogEnd(300.0f);
     
     
     // Create a directional light to the world. Enable cascaded shadows on it
     // Create a directional light to the world. Enable cascaded shadows on it
-    Node* lightNode = scene_->CreateChild("Directional light");
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     Light* light = lightNode->CreateComponent<Light>();
     Light* light = lightNode->CreateComponent<Light>();
     light->SetLightType(LIGHT_DIRECTIONAL);
     light->SetLightType(LIGHT_DIRECTIONAL);

+ 2 - 2
Source/Samples/07_Billboards/Billboards.cpp

@@ -92,7 +92,7 @@ void Billboards::CreateScene()
     zone->SetFogEnd(300.0f);
     zone->SetFogEnd(300.0f);
     
     
     // Create a directional light without shadows
     // Create a directional light without shadows
-    Node* lightNode = scene_->CreateChild("Light");
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
     lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
     lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
     Light* light = lightNode->CreateComponent<Light>();
     Light* light = lightNode->CreateComponent<Light>();
     light->SetLightType(LIGHT_DIRECTIONAL);
     light->SetLightType(LIGHT_DIRECTIONAL);
@@ -168,7 +168,7 @@ void Billboards::CreateScene()
     
     
     for (unsigned i = 0; i < NUM_LIGHTS; ++i)
     for (unsigned i = 0; i < NUM_LIGHTS; ++i)
     {
     {
-        Node* lightNode = scene_->CreateChild("Light");
+        Node* lightNode = scene_->CreateChild("SpotLight");
         Light* light = lightNode->CreateComponent<Light>();
         Light* light = lightNode->CreateComponent<Light>();
         
         
         float angle = 0.0f;
         float angle = 0.0f;

+ 1 - 1
Source/Samples/08_Decals/Decals.cpp

@@ -102,7 +102,7 @@ void Decals::CreateScene()
     zone->SetFogEnd(300.0f);
     zone->SetFogEnd(300.0f);
     
     
     // Create a directional light to the world. Enable cascaded shadows on it
     // Create a directional light to the world. Enable cascaded shadows on it
-    Node* lightNode = scene_->CreateChild("Directional light");
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     Light* light = lightNode->CreateComponent<Light>();
     Light* light = lightNode->CreateComponent<Light>();
     light->SetLightType(LIGHT_DIRECTIONAL);
     light->SetLightType(LIGHT_DIRECTIONAL);

+ 1 - 1
Source/Samples/09_MultipleViewports/MultipleViewports.cpp

@@ -103,7 +103,7 @@ void MultipleViewports::CreateScene()
     zone->SetFogEnd(300.0f);
     zone->SetFogEnd(300.0f);
     
     
     // Create a directional light to the world. Enable cascaded shadows on it
     // Create a directional light to the world. Enable cascaded shadows on it
-    Node* lightNode = scene_->CreateChild("Directional light");
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     Light* light = lightNode->CreateComponent<Light>();
     Light* light = lightNode->CreateComponent<Light>();
     light->SetLightType(LIGHT_DIRECTIONAL);
     light->SetLightType(LIGHT_DIRECTIONAL);

+ 1 - 1
Source/Samples/10_RenderToTexture/RenderToTexture.cpp

@@ -140,7 +140,7 @@ void RenderToTexture::CreateScene()
         zone->SetFogEnd(300.0f);
         zone->SetFogEnd(300.0f);
         
         
         // Create a directional light without shadows
         // Create a directional light without shadows
-        Node* lightNode = scene_->CreateChild("Light");
+        Node* lightNode = scene_->CreateChild("DirectionalLight");
         lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
         lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
         Light* light = lightNode->CreateComponent<Light>();
         Light* light = lightNode->CreateComponent<Light>();
         light->SetLightType(LIGHT_DIRECTIONAL);
         light->SetLightType(LIGHT_DIRECTIONAL);

+ 1 - 1
Source/Samples/11_Physics/Physics.cpp

@@ -100,7 +100,7 @@ void Physics::CreateScene()
     zone->SetFogEnd(300.0f);
     zone->SetFogEnd(300.0f);
     
     
     // Create a directional light to the world. Enable cascaded shadows on it
     // Create a directional light to the world. Enable cascaded shadows on it
-    Node* lightNode = scene_->CreateChild("Directional light");
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
     Light* light = lightNode->CreateComponent<Light>();
     Light* light = lightNode->CreateComponent<Light>();
     light->SetLightType(LIGHT_DIRECTIONAL);
     light->SetLightType(LIGHT_DIRECTIONAL);