Fixes for Visual .NET and Mingw builds, and fix MacOSX notify() crash.
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@@ -155,7 +155,7 @@ Plane computeFrontPlane(const PointList& front)
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// }
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// compute the volume between the front and back polygons of the occluder/hole.
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float computeVolume(const PointList& front, const PointList& back)
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float computePolytopeVolume(const PointList& front, const PointList& back)
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{
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float volume = 0.0f;
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Vec3 frontStart = front[0].second;
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@@ -168,26 +168,6 @@ float computeVolume(const PointList& front, const PointList& back)
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return volume;
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}
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float computeVolumeOfView(osg::Matrix& invP)
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{
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PointList front;
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front.push_back(Point(0,osg::Vec3(-1,-1,-1)));
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front.push_back(Point(0,osg::Vec3(-1, 1,-1)));
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front.push_back(Point(0,osg::Vec3( 1, 1,-1)));
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front.push_back(Point(0,osg::Vec3( 1,-1,-1)));
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transform(front,invP);
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PointList back;
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back.push_back(Point(0,osg::Vec3(-1,-1,1)));
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back.push_back(Point(0,osg::Vec3(-1, 1,1)));
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back.push_back(Point(0,osg::Vec3( 1, 1,1)));
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back.push_back(Point(0,osg::Vec3( 1,-1,1)));
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transform(back,invP);
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return computeVolume(front,back);
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}
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Drawable* createOccluderDrawable(const PointList& front, const PointList& back)
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{
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@@ -310,7 +290,7 @@ bool ShadowVolumeOccluder::computeOccluder(const NodePath& nodePath,const Convex
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_occluderVolume.flip();
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}
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_volume = computeVolume(points,farPoints)/volumeview;
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_volume = computePolytopeVolume(points,farPoints)/volumeview;
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if (createDrawables && !nodePath.empty())
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{
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@@ -338,7 +318,7 @@ bool ShadowVolumeOccluder::computeOccluder(const NodePath& nodePath,const Convex
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PointList points;
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if (clip(cullingset.getFrustum().getPlaneList(),hitr->getVertexList(),points)>=3)
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{
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_holeList.push_back();
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_holeList.push_back(Polytope());
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Polytope& polytope = _holeList.back();
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// compute the points on the far plane.
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@@ -366,7 +346,7 @@ bool ShadowVolumeOccluder::computeOccluder(const NodePath& nodePath,const Convex
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}
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// remove the hole's volume from the occluder volume.
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_volume -= computeVolume(points,farPoints)/volumeview;
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_volume -= computePolytopeVolume(points,farPoints)/volumeview;
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if (createDrawables && !nodePath.empty())
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{
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