Build fixes for when ref_ptr<> has no auto type conversion

This commit is contained in:
Robert Osfield
2014-01-21 18:31:20 +00:00
parent 504b42aa61
commit e48d6812fa
3 changed files with 12 additions and 12 deletions

View File

@@ -390,9 +390,9 @@ void MultipassTechnique::init()
{
texture3D->setInternalFormatMode(internalFormatMode);
}
texture3D->setImage(image_3d);
texture3D->setImage(image_3d.get());
stateset->setTextureAttributeAndModes(volumeTextureUnit, texture3D, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setTextureAttributeAndModes(volumeTextureUnit, texture3D.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::Uniform> baseTextureSampler = new osg::Uniform("volumeTexture", int(volumeTextureUnit));
stateset->addUniform(baseTextureSampler.get());
@@ -661,7 +661,7 @@ class RTTBackfaceCameraCullCallback : public osg::NodeCallback
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
cv->pushProjectionMatrix(_tileData->projectionMatrix);
cv->pushProjectionMatrix(_tileData->projectionMatrix.get());
_mt->backfaceSubgraphCullTraversal(cv);

View File

@@ -165,7 +165,7 @@ void RayTracedTechnique::init()
osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile(osg::Shader::VERTEX, "shaders/volume.vert");
if (vertexShader.valid())
{
program->addShader(vertexShader);
program->addShader(vertexShader.get());
}
else
{
@@ -285,7 +285,7 @@ void RayTracedTechnique::init()
osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, "shaders/volume_tf_iso.frag");
if (fragmentShader.valid())
{
program->addShader(fragmentShader);
program->addShader(fragmentShader.get());
}
else
{
@@ -300,7 +300,7 @@ void RayTracedTechnique::init()
{
OSG_INFO<<"Shader found"<<std::endl;
program->addShader(fragmentShader);
program->addShader(fragmentShader.get());
}
else
{
@@ -320,7 +320,7 @@ void RayTracedTechnique::init()
osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, "shaders/volume_lit_tf.frag");
if (fragmentShader.valid())
{
program->addShader(fragmentShader);
program->addShader(fragmentShader.get());
}
else
{
@@ -334,7 +334,7 @@ void RayTracedTechnique::init()
osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, "shaders/volume_lit.frag");
if (fragmentShader.valid())
{
program->addShader(fragmentShader);
program->addShader(fragmentShader.get());
}
else
{
@@ -352,7 +352,7 @@ void RayTracedTechnique::init()
osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, "shaders/volume_tf.frag");
if (fragmentShader.valid())
{
program->addShader(fragmentShader);
program->addShader(fragmentShader.get());
}
else
{
@@ -366,7 +366,7 @@ void RayTracedTechnique::init()
osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, "shaders/volume.frag");
if (fragmentShader.valid())
{
program->addShader(fragmentShader);
program->addShader(fragmentShader.get());
}
else
{

View File

@@ -141,7 +141,7 @@ VolumeScene::TileData* VolumeScene::tileVisited(osgUtil::CullVisitor* cv, osgVol
tileData->stateset->setTextureAttribute(2, tileData->depthTexture.get(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
tileData->texgenUniform = new osg::Uniform("texgen",osg::Matrixf());
tileData->stateset->addUniform(tileData->texgenUniform);
tileData->stateset->addUniform(tileData->texgenUniform.get());
}
tileData->active = true;
@@ -305,7 +305,7 @@ void VolumeScene::traverse(osg::NodeVisitor& nv)
stateset->setRenderBinDetails(10,"DepthSortedBin");
osg::ref_ptr<osg::Program> program = new osg::Program;
stateset->setAttribute(program);
stateset->setAttribute(program.get());
// get vertex shaders from source
osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile(osg::Shader::VERTEX, "shaders/volume_color_depth.vert");