Wired up the texgen to complete the first iteration of ShadowTexture effect
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@@ -82,8 +82,8 @@ void ShadowTexture::init()
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_camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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//_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
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_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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//_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
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// attach the texture and use it as the color buffer.
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_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
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@@ -222,8 +222,13 @@ void ShadowTexture::cull(osgUtil::CullVisitor& cv)
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// do RTT camera traversal
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_camera->accept(cv);
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orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_textureUnit, &cv.getModelViewMatrix(), _texgen.get());
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}
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// reapply the original traversal mask
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cv.setTraversalMask( traversalMask );
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