Fixed shadows warnings
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@@ -604,13 +604,13 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
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osgUtil::RenderStage* orig_rs = cv.getRenderStage();
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#ifdef SHADOW_TEXTURE_GLSL
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PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();
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PSSMShadowSplitTextureMap::iterator tm_itr=_PSSMShadowSplitTextureMap.begin();
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#else
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// do traversal of shadow receiving scene which does need to be decorated by the shadow map
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for (PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
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for (PSSMShadowSplitTextureMap::iterator tm_itr=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
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#endif
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{
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PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
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PSSMShadowSplitTexture pssmShadowSplitTexture = tm_itr->second;
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cv.pushStateSet(pssmShadowSplitTexture._stateset.get());
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//////////////////////////////////////////////////////////////////////////
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@@ -677,7 +677,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
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// do traversal of shadow receiving scene which does need to be decorated by the shadow map
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//unsigned int iMaxSplit = _PSSMShadowSplitTextureMap.size();
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for (PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
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for(PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
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{
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PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
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