updates for windows build.
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@@ -97,7 +97,7 @@ void initGLNames()
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// itr!=s_GLNameToGLModeMap.end();
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// ++itr)
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// {
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// cout << "Name ["<<itr->first<<","<<itr->second<<"]"<<endl;
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// cout << "Name ["<<itr->first<<","<<itr->second<<"]"<< std::endl;
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// }
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first_time = false;
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@@ -356,24 +356,24 @@ bool StateSet_writeLocalData(const Object& obj, Output& fw)
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switch(stateset.getRenderingHint())
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{
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case(StateSet::DEFAULT_BIN):
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fw<<"DEFAULT_BIN"<<endl;
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fw<<"DEFAULT_BIN"<< std::endl;
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break;
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case(StateSet::OPAQUE_BIN):
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fw<<"OPAQUE_BIN"<<endl;
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fw<<"OPAQUE_BIN"<< std::endl;
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break;
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case(StateSet::TRANSPARENT_BIN):
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fw<<"TRANSPARENT_BIN"<<endl;
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fw<<"TRANSPARENT_BIN"<< std::endl;
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break;
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default:
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fw<<stateset.getRenderingHint()<<endl;
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fw<<stateset.getRenderingHint()<< std::endl;
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break;
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}
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fw.indent()<<"renderBinMode "<<StateSet_getRenderBinModeStr(stateset.getRenderBinMode())<<endl;
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fw.indent()<<"renderBinMode "<<StateSet_getRenderBinModeStr(stateset.getRenderBinMode())<< std::endl;
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if (stateset.getRenderBinMode()!=StateSet::INHERIT_RENDERBIN_DETAILS)
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{
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fw.indent()<<"binNumber "<<stateset.getBinNumber()<<endl;
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fw.indent()<<"binName "<<stateset.getBinName()<<endl;
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fw.indent()<<"binNumber "<<stateset.getBinNumber()<< std::endl;
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fw.indent()<<"binName "<<stateset.getBinName()<< std::endl;
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}
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@@ -387,12 +387,12 @@ bool StateSet_writeLocalData(const Object& obj, Output& fw)
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GLModeToGLNameMap::iterator nitr = s_GLModeToGLNameMap.find(mitr->first);
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if (nitr!=s_GLModeToGLNameMap.end())
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{
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fw.indent() << nitr->second << " " << StateSet_getModeStr(mitr->second) << endl;
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fw.indent() << nitr->second << " " << StateSet_getModeStr(mitr->second) << std::endl;
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}
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else
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{
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// no name defined for GLMode so just pass its value to fw.
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fw.indent() << "0x" << std::hex << (osg::uint)mitr->first << std::dec <<" " << StateSet_getModeStr(mitr->second) << endl;
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fw.indent() << "0x" << std::hex << (osg::uint)mitr->first << std::dec <<" " << StateSet_getModeStr(mitr->second) << std::endl;
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}
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}
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