From f7e5a40143d0db37e349ee5e3541c3e2e2ace1b7 Mon Sep 17 00:00:00 2001 From: scrawl Date: Mon, 21 Sep 2015 17:58:57 +0200 Subject: [PATCH] Fix typo --- components/sceneutil/statesetupdater.hpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/components/sceneutil/statesetupdater.hpp b/components/sceneutil/statesetupdater.hpp index a4fcd7866..37d08e025 100644 --- a/components/sceneutil/statesetupdater.hpp +++ b/components/sceneutil/statesetupdater.hpp @@ -6,7 +6,7 @@ namespace SceneUtil { - /// @brief Implements efficient pre-frame updating of StateSets. + /// @brief Implements efficient per-frame updating of StateSets. /// @par With a naive update there would be race conditions when the OSG draw thread of the last frame /// queues up a StateSet that we want to modify for the next frame. To solve this we could set the StateSet to /// DYNAMIC data variance but that would undo all the benefits of the threading model - having the cull and draw