From Wojcoech Lewandowski, "Attched are aimShadowCastingCamera() call changes, I have described in former post. Basically now MinimalShadowMap overrides first variant and keeps second. So both variants of aimShadowCastingCamera are clearly defined in MinimalShadowMap::ViewData scope. This way compilers have no problem and code looks less obscure. Changes made against the trunk."
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@@ -114,6 +114,13 @@ class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
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virtual void cullShadowReceivingScene( );
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virtual void aimShadowCastingCamera(
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const osg::BoundingSphere &bounds,
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const osg::Light *light,
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const osg::Vec4 &worldLightPos,
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const osg::Vec3 &worldLightDir,
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const osg::Vec3 &worldLightUp = osg::Vec3(0,1,0) );
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virtual void aimShadowCastingCamera( const osg::Light *light,
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const osg::Vec4 &worldLightPos,
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const osg::Vec3 &worldLightDir,
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