Fixed shadows warnings
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@@ -11,21 +11,21 @@
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using namespace osg;
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// If graphics board has program linking problems set MERGE_SHADERS to 1
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// Merge shaders can be used to merge shaders strings into one shader.
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// Merge shaders can be used to merge shaders strings into one shader.
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#define MERGE_SHADERS 0
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#define NOTIFICATION_MESSAGES 0
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namespace osgCandidate {
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////////////////////////////////////////////////////////////////////////////////
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VirtualProgram::VirtualProgram( unsigned int mask ) : _mask( mask )
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VirtualProgram::VirtualProgram( unsigned int mask ) : _mask( mask )
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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VirtualProgram::VirtualProgram
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( const VirtualProgram& VirtualProgram, const osg::CopyOp& copyop ):
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osg::Program( VirtualProgram, copyop ),
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_shaderMap( VirtualProgram._shaderMap ),
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_mask( VirtualProgram._mask )
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( const VirtualProgram& vp, const osg::CopyOp& copyop ):
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osg::Program( vp, copyop ),
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_shaderMap( vp._shaderMap ),
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_mask( vp._mask )
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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@@ -44,7 +44,7 @@ osg::Shader * VirtualProgram::getShader
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osg::Shader * VirtualProgram::setShader
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( const std::string & shaderSemantic, osg::Shader * shader )
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{
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if( shader->getType() == osg::Shader::UNDEFINED )
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if( shader->getType() == osg::Shader::UNDEFINED )
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return NULL;
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ShaderMap::key_type key( shaderSemantic, shader->getType() );
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@@ -52,8 +52,8 @@ osg::Shader * VirtualProgram::setShader
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ref_ptr< osg::Shader > shaderNew = shader;
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ref_ptr< osg::Shader > & shaderCurrent = _shaderMap[ key ];
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#if 0 // Good for debugging of shader linking problems.
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// Don't do it - User could use the name for its own purposes
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#if 0 // Good for debugging of shader linking problems.
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// Don't do it - User could use the name for its own purposes
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shaderNew->setName( shaderSemantic );
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#endif
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@@ -84,16 +84,16 @@ void VirtualProgram::apply( osg::State & state ) const
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#endif
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ShaderMap shaderMap;
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for( State::AttributeVec::iterator i = av->begin(); i != av->end(); ++i )
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for( State::AttributeVec::iterator ai = av->begin(); ai != av->end(); ++ai )
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{
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const osg::StateAttribute * sa = i->first;
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const osg::StateAttribute * sa = ai->first;
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const VirtualProgram * vp = dynamic_cast< const VirtualProgram *>( sa );
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if( vp && ( vp->_mask & _mask ) ) {
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#if NOTIFICATION_MESSAGES
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if( vp->getName().empty() )
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os << "VirtualProgram cumulate [ Unnamed VP ] apply" << std::endl;
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else
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else
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os << "VirtualProgram cumulate ["<< vp->getName() << "] apply" << std::endl;
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#endif
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@@ -136,7 +136,7 @@ void VirtualProgram::apply( osg::State & state ) const
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std::string strFragment;
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std::string strVertex;
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std::string strGeometry;
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for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
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{
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if( i->get()->getType() == osg::Shader::FRAGMENT )
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