From Rob Radtke, "I recently ran into some issues trying to save/load a scene graph as a .ive file. The problems came about because the scene graph contained depth textures in it. I have attached a patch (against the current revision: 10919) that fixes the issues that I encountered. Both attachments contain the same patch--one is a .zip file that contains the modified files and the other is a text patch file. Here is a summary of the changes I made:
1) Add getShadowComparison() accessor function to osg::Texture class 2) Modify ReaderWriterTiff::writeTifStream() and _readColor() (in Image.cpp) to handle pixelFormat==GL_DEPTH_COMPONENT as if it were GL_LUMINANCE 3) Modify the Texture classes of the ive and osg plug-ins so that they save/load the following Texture members: _use_shadow_comparison, _shadow_compare_func and _shadow_texture_mode "
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@@ -537,7 +537,8 @@ class OSG_EXPORT Texture : public osg::StateAttribute
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/** Sets GL_TEXTURE_COMPARE_MODE_ARB to GL_COMPARE_R_TO_TEXTURE_ARB
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* See http://oss.sgi.com/projects/ogl-sample/registry/ARB/shadow.txt. */
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void setShadowComparison(bool flag) { _use_shadow_comparison = flag; }
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bool getShadowComparison() const { return _use_shadow_comparison; }
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enum ShadowCompareFunc {
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NEVER = GL_NEVER,
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LESS = GL_LESS,
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