Changed the AbmientBias type from Vec2d to Vec2 as use of double is inappropriate.

This commit is contained in:
Robert Osfield
2010-04-20 10:35:33 +00:00
parent a8c4fd8761
commit 92a6b0020d
3 changed files with 7 additions and 7 deletions

View File

@@ -100,10 +100,10 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
inline const osg::Light* getUserLight() const { return _userLight; }
/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(const osg::Vec2d& ambientBias );
void setAmbientBias(const osg::Vec2& ambientBias );
/** Get the values for the ambient bias the shader will use.*/
const osg::Vec2d& getAmbientBias() const { return _ambientBias; }
const osg::Vec2& getAmbientBias() const { return _ambientBias; }
/**
* you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used
@@ -190,7 +190,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
bool _debug_color_in_GLSL;
osg::Vec2f _polgyonOffset;
osg::Vec2 _polgyonOffset;
bool _user_polgyonOffset_set;
unsigned int _resolution;
@@ -209,7 +209,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
SplitCalcMode _SplitCalcMode;
osg::Uniform* _ambientBiasUniform;
osg::Vec2d _ambientBias;
osg::Vec2 _ambientBias;
};
}

View File

@@ -244,7 +244,7 @@ ParallelSplitShadowMap::ParallelSplitShadowMap(osg::Geode** gr, int icountplanes
_userLight(NULL),
_GLSL_shadow_filtered(true),
_ambientBiasUniform(NULL),
_ambientBias(0.1,0.3)
_ambientBias(0.1f,0.3f)
{
_displayTexturesGroupingNode = gr;
_number_of_splits = icountplanes;
@@ -275,7 +275,7 @@ ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& cop
{
}
void ParallelSplitShadowMap::setAmbientBias(const osg::Vec2d& ambientBias)
void ParallelSplitShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
{
_ambientBias = ambientBias;
if (_ambientBiasUniform ) _ambientBiasUniform->set(osg::Vec2f(_ambientBias.x(), _ambientBias.y()));

View File

@@ -16,7 +16,7 @@ REGISTER_OBJECT_WRAPPER( osgShadow_ParallelSplitShadowMap,
ADD_DOUBLE_SERIALIZER( MoveVCamBehindRCamFactor, 0.0 ); // _move_vcam_behind_rcam_factor
ADD_DOUBLE_SERIALIZER( MinNearDistanceForSplits, 5.0 ); // _split_min_near_dist
ADD_OBJECT_SERIALIZER( UserLight, osg::Light, NULL ); // _userLight
ADD_VEC2D_SERIALIZER( AmbientBias, osg::Vec2d() ); // _ambientBias
ADD_VEC2_SERIALIZER( AmbientBias, osg::Vec2() ); // _ambientBias
BEGIN_ENUM_SERIALIZER2( SplitCalculationMode, osgShadow::ParallelSplitShadowMap::SplitCalcMode, SPLIT_EXP );
ADD_ENUM_VALUE( SPLIT_LINEAR );