Fixed shadows warnings

This commit is contained in:
Robert Osfield
2016-05-25 11:11:11 +01:00
parent 9ba599fe4c
commit 13dfd34ab6
4 changed files with 32 additions and 30 deletions

View File

@@ -1958,21 +1958,21 @@ void View::assignStereoOrKeystoneToCamera(osg::Camera* camera, osg::DisplaySetti
// set up the stencil buffer
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(0, 0, traits->width, traits->height);
camera->setDrawBuffer(traits->doubleBuffer ? GL_BACK : GL_FRONT);
camera->setReadBuffer(camera->getDrawBuffer());
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
camera->setClearStencil(0);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
addSlave(camera.get(), false);
osg::ref_ptr<osg::Camera> stencil_camera = new osg::Camera;
stencil_camera->setGraphicsContext(gc.get());
stencil_camera->setViewport(0, 0, traits->width, traits->height);
stencil_camera->setDrawBuffer(traits->doubleBuffer ? GL_BACK : GL_FRONT);
stencil_camera->setReadBuffer(stencil_camera->getDrawBuffer());
stencil_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
stencil_camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
stencil_camera->setClearStencil(0);
stencil_camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
addSlave(stencil_camera.get(), false);
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);
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(geometry.get());
camera->addChild(geode.get());
stencil_camera->addChild(geode.get());
geode->setCullingActive(false);

View File

@@ -219,16 +219,16 @@ void PanoramicSphericalDisplay::configure(osgViewer::View& view) const
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// front face
{
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Front face camera");
camera->setGraphicsContext(gc.get());
@@ -270,6 +270,7 @@ void PanoramicSphericalDisplay::configure(osgViewer::View& view) const
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);

View File

@@ -386,9 +386,10 @@ void SphericalDisplay::configure(osgViewer::View& view) const
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
GLenum window_buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(window_buffer);
camera->setReadBuffer(window_buffer);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setAllowEventFocus(true);
camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);

View File

@@ -88,16 +88,16 @@ void WoWVxDisplay::configure(osgViewer::View& view) const
textureD->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
textureD->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// front face
{
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Front face camera");
camera->setGraphicsContext(gc.get());