From Wojciech Lewandowski, build fixes for handling Matrix::value_type == float
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@@ -248,11 +248,11 @@ void MinimalShadowMap::ViewData::cullShadowReceivingScene( )
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_cv->computeNearPlane();
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double n = _cv->getCalculatedNearPlane();
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double f = _cv->getCalculatedFarPlane();
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osgUtil::CullVisitor::value_type n = _cv->getCalculatedNearPlane();
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osgUtil::CullVisitor::value_type f = _cv->getCalculatedFarPlane();
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if( n < f )
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_cv->clampProjectionMatrix(_clampedProjection, n, f );
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_cv->clampProjectionMatrix( _clampedProjection, n, f );
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}
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// Aditionally clamp far plane if shadows are don't need to be cast as
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@@ -328,7 +328,7 @@ osg::BoundingBox
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// Utility methods for adjusting projection matrices
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void MinimalShadowMap::ViewData::trimProjection
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( osg::Matrix & projectionMatrix, osg::BoundingBox bb, unsigned int trimMask )
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( osg::Matrixd & projectionMatrix, osg::BoundingBox bb, unsigned int trimMask )
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{
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#if 1
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if( !bb.valid() || !( trimMask & (1|2|4|8|16|32) ) ) return;
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@@ -415,7 +415,7 @@ void MinimalShadowMap::ViewData::trimProjection
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}
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void MinimalShadowMap::ViewData::clampProjection
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( osg::Matrix & projection, float new_near, float new_far )
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( osg::Matrixd & projection, float new_near, float new_far )
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{
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double r, l, t, b, n, f;
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bool perspective = projection.getFrustum( l, r, b, t, n, f );
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@@ -457,7 +457,7 @@ void MinimalShadowMap::ViewData::clampProjection
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// Method computes such new projection which maintains perpective/world ratio
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void MinimalShadowMap::ViewData::extendProjection
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( osg::Matrix & projection, osg::Viewport * viewport, const osg::Vec2& margin )
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( osg::Matrixd & projection, osg::Viewport * viewport, const osg::Vec2& margin )
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{
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double l,r,b,t,n,f;
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