Build fixes with ref_ptr<> autoconversion disabled
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@@ -773,7 +773,7 @@ void ComputeNode::initComputingSetup()
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_dataArray->setBufferObject(_ssbo.get());
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_ssbb = new osg::ShaderStorageBufferBinding(0, _dataArray, 0, blockSize);
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_ssbb = new osg::ShaderStorageBufferBinding(0, _dataArray.get(), 0, blockSize);
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statesetComputation->setAttributeAndModes(_ssbb.get(), osg::StateAttribute::ON);
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@@ -188,7 +188,7 @@ struct IndirectTarget
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}
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void endRegister(unsigned int index, unsigned int rowsPerInstance, GLenum pixelFormat, GLenum type, GLint internalFormat, bool useMultiDrawArraysIndirect )
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{
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indirectCommandTextureBuffer = new osg::TextureBuffer(indirectCommands);
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indirectCommandTextureBuffer = new osg::TextureBuffer(indirectCommands.get());
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indirectCommandTextureBuffer->setInternalFormat( GL_R32I );
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indirectCommandTextureBuffer->bindToImageUnit(index, osg::Texture::READ_WRITE);
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indirectCommandTextureBuffer->setUnRefImageDataAfterApply(false);
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@@ -201,7 +201,7 @@ struct IndirectTarget
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for(unsigned int j=0;j<indirectCommands->size(); ++j){
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osg::DrawArraysIndirect *ipr=new osg::DrawArraysIndirect( GL_TRIANGLES, j );
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ipr->setIndirectCommandArray( indirectCommands);
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ipr->setIndirectCommandArray( indirectCommands.get());
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newPrimitiveSets.push_back(ipr);
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}
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@@ -215,7 +215,7 @@ struct IndirectTarget
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else // use glMultiDrawArraysIndirect()
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{
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osg::MultiDrawArraysIndirect *ipr=new osg::MultiDrawArraysIndirect( GL_TRIANGLES );
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ipr->setIndirectCommandArray( indirectCommands );
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ipr->setIndirectCommandArray( indirectCommands.get() );
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geometryAggregator->getAggregatedGeometry()->removePrimitiveSet(0,geometryAggregator->getAggregatedGeometry()->getNumPrimitiveSets() );
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geometryAggregator->getAggregatedGeometry()->addPrimitiveSet( ipr );
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}
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@@ -136,7 +136,7 @@ int main( int argc, char**argv )
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for(int i=0; i<MAXY*MAXX; ++i)
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{
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osg::DrawElementsUInt *dre=new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLE_STRIP,4,myIndicesUI) ;
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dre->setElementBufferObject(ebo);
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dre->setElementBufferObject(ebo.get());
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geom->addPrimitiveSet(dre);
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for(int z=0; z<4; z++)myIndicesUI[z]+=4;
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}
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