Fixed shadows warnings
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@@ -1958,21 +1958,21 @@ void View::assignStereoOrKeystoneToCamera(osg::Camera* camera, osg::DisplaySetti
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// set up the stencil buffer
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setGraphicsContext(gc.get());
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camera->setViewport(0, 0, traits->width, traits->height);
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camera->setDrawBuffer(traits->doubleBuffer ? GL_BACK : GL_FRONT);
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camera->setReadBuffer(camera->getDrawBuffer());
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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camera->setClearStencil(0);
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camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
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addSlave(camera.get(), false);
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osg::ref_ptr<osg::Camera> stencil_camera = new osg::Camera;
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stencil_camera->setGraphicsContext(gc.get());
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stencil_camera->setViewport(0, 0, traits->width, traits->height);
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stencil_camera->setDrawBuffer(traits->doubleBuffer ? GL_BACK : GL_FRONT);
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stencil_camera->setReadBuffer(stencil_camera->getDrawBuffer());
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stencil_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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stencil_camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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stencil_camera->setClearStencil(0);
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stencil_camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
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addSlave(stencil_camera.get(), false);
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osg::ref_ptr<osg::Geometry> geometry = osg::createTexturedQuadGeometry(osg::Vec3(-1.0f,-1.0f,0.0f), osg::Vec3(2.0f,0.0f,0.0f), osg::Vec3(0.0f,2.0f,0.0f), 0.0f, 0.0f, 1.0f, 1.0f);
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osg::ref_ptr<osg::Geode> geode = new osg::Geode;
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geode->addDrawable(geometry.get());
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camera->addChild(geode.get());
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stencil_camera->addChild(geode.get());
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geode->setCullingActive(false);
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@@ -219,16 +219,16 @@ void PanoramicSphericalDisplay::configure(osgViewer::View& view) const
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texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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#if 0
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
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GLenum buffer = GL_FRONT;
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#else
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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GLenum buffer = GL_FRONT;
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#endif
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// front face
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{
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#if 0
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
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GLenum buffer = GL_FRONT;
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#else
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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GLenum buffer = GL_FRONT;
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#endif
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setName("Front face camera");
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camera->setGraphicsContext(gc.get());
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@@ -270,6 +270,7 @@ void PanoramicSphericalDisplay::configure(osgViewer::View& view) const
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camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
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camera->setViewport(new osg::Viewport(0, 0, width, height));
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GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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@@ -386,9 +386,10 @@ void SphericalDisplay::configure(osgViewer::View& view) const
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camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
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camera->setViewport(new osg::Viewport(0, 0, width, height));
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GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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GLenum window_buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(window_buffer);
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camera->setReadBuffer(window_buffer);
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setAllowEventFocus(true);
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camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
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@@ -88,16 +88,16 @@ void WoWVxDisplay::configure(osgViewer::View& view) const
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textureD->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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textureD->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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#if 0
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
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GLenum buffer = GL_FRONT;
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#else
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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GLenum buffer = GL_FRONT;
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#endif
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// front face
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{
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#if 0
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
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GLenum buffer = GL_FRONT;
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#else
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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GLenum buffer = GL_FRONT;
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#endif
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setName("Front face camera");
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camera->setGraphicsContext(gc.get());
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