Fleshed out a bit more of the ShadowTexture implementation
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@@ -205,7 +205,7 @@ void ShadowVolume::init()
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if (_drawMode == osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED)
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{
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osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED seleteced"<<std::endl;
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osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED selected"<<std::endl;
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osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
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ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
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@@ -213,7 +213,7 @@ void ShadowVolume::init()
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}
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else
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{
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osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES seleteced"<<std::endl;
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osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES selectetd"<<std::endl;
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osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
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ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
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@@ -407,7 +407,7 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
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}
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_ambientLight->setPosition(lightpos);
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if (selectLight)
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orig_rs->addPositionedAttribute(0,_ambientLight.get());
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_diffuseLight->setPosition(lightpos);
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@@ -417,7 +417,6 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
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_diffuseLight->setDiffuse(selectLight->getDiffuse());
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_diffuseLight->setSpecular(selectLight->getSpecular());
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_diffuseLight->setSpecular(selectLight->getSpecular());
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_diffuseLight->setDirection(selectLight->getDirection());
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_diffuseLight->setConstantAttenuation(selectLight->getConstantAttenuation());
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_diffuseLight->setLinearAttenuation(selectLight->getLinearAttenuation());
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