Build fix
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14601 16af8721-9629-0410-8352-f15c8da7e697
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@ -429,13 +429,18 @@ void ComputeNode::addDataMonitor(osg::Vec3 placement, osg::Vec3 relativePlacemen
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break;
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}
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case RGB_CHANNEL:
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{
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fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 1.0; gl_FragColor = color;\n";
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break;
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}
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case RGBA_CHANNEL:
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{
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fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 0.5+0.5*particleData.w; gl_FragColor = color;\n";
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break;
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}
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}
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fragmentshaderstringstreamChannelMonitor << "}\n";
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@ -534,7 +539,7 @@ void ComputeNode::addComputationResultsRenderTree()
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osg::PointSprite *sprite = new osg::PointSprite;
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int texture_unit = 0;
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_computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, sprite, osg::StateAttribute::ON);
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_computationResultsRenderStateSet->setAttributeAndModes(_computationResultsRenderProgram, osg::StateAttribute::ON);
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_computationResultsRenderStateSet->setAttributeAndModes(_computationResultsRenderProgram.get(), osg::StateAttribute::ON);
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_computationResultsRenderStateSet->addUniform(new osg::Uniform("particleTexture", texture_unit));
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_computationResultsRenderStateSet->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_X));
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_computationResultsRenderStateSet->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_Y));
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@ -615,7 +620,7 @@ void ComputeNode::addComputationResultsRenderTree()
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_computationResultsRenderGroup->addChild(particleGeode);
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particleGeode->addDrawable(particleGeometry);
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addChild(_computationResultsRenderGroup);
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addChild(_computationResultsRenderGroup.get());
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}
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@ -920,7 +925,7 @@ int main(int argc, char** argv)
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osg::ref_ptr<ComputeNode> computeNode = new ComputeNode();
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computeNode->setPosition(osg::Vec3(0, 0, 0));
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computeNode->setUpdateCallback(new ComputeNodeUpdateCallback(computeNode)); // on-the-fly reloading the shaders if shader source on disk is changed
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computeNode->setUpdateCallback(new ComputeNodeUpdateCallback(computeNode.get())); // on-the-fly reloading the shaders if shader source on disk is changed
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computeNode->initComputingSetup();
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