Moved the shadow creation code into a seperate CreateShadowedScene header and source,
and exposed just the basic createShadowedScene function in the header.
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@@ -87,6 +87,13 @@ class SG_EXPORT Plane
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inline bool valid() const { return _fv.valid(); }
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inline bool operator == (const Plane& plane) const { return _fv==plane._fv; }
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inline bool operator != (const Plane& plane) const { return _fv!=plane._fv; }
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inline bool operator < (const Plane& plane) const { return _fv<plane._fv; }
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inline float* ptr() { return _fv.ptr(); }
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inline const float* ptr() const { return _fv.ptr(); }
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inline Vec4& asVec4() { return _fv; }
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inline const Vec4& asVec4() const { return _fv; }
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@@ -5,7 +5,7 @@
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#ifndef OSG_TEXGEN
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#define OSG_TEXGEN 1
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#include <osg/Vec4>
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#include <osg/Plane>
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#include <osg/StateAttribute>
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namespace osg {
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@@ -92,9 +92,11 @@ class SG_EXPORT TexGen : public StateAttribute
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S, T, R, Q
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};
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void setPlane(Coord which, const Vec4& plane);
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void setPlane(Coord which, const Plane& plane);
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const Vec4& getPlane(Coord which) const;
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Plane& getPlane(Coord which);
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const Plane& getPlane(Coord which) const;
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protected :
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@@ -103,7 +105,7 @@ class SG_EXPORT TexGen : public StateAttribute
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Mode _mode;
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/// additional texgen coefficents for GL_OBJECT_PLANE or GL_EYE_PLANE,
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Vec4 _plane_s, _plane_t, _plane_r, _plane_q;
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Plane _plane_s, _plane_t, _plane_r, _plane_q;
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};
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