From Marco Jez, fixes to osgFX so that effects are compiled correctly.
Fixed title name of osgkeyboardmouse example.
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@@ -122,9 +122,14 @@ void Effect::traverse(osg::NodeVisitor &nv)
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tech = techs_[global_sel_tech_].get();
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}
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// if we could find an active technique, then continue with traversal
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// if we could find an active technique, then continue with traversal,
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// else go for default traversal (no effect)
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if (tech) {
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tech->traverse(nv, this);
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} else {
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if (nv.getTraversalMode() == osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
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inherited_traverse(nv);
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}
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}
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// wow, we're finished! :)
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