Added Text::s/getShaderTechnique()
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@ -36,6 +36,13 @@ public:
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virtual const char* className() const { return "Text"; }
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virtual const char* libraryName() const { return "osgText"; }
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/** Set the ShaderTechnique hint to specify what fatures in the text shaders to enable.*/
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void setShaderTechnique(ShaderTechnique technique);
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/** Get the ShaderTechnique hint.*/
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ShaderTechnique getShaderTechnique() { return _shaderTechnique; }
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/**
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* Turns off writing to the depth buffer when rendering text. This only affects text
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* with no backdrop or text using the DELAYED_DEPTH_WRITES implementation, since
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@ -282,6 +289,7 @@ protected:
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void drawImplementationSinglePass(osg::State& state, const osg::Vec4& colorMultiplier) const;
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ShaderTechnique _shaderTechnique;
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bool _enableDepthWrites;
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BackdropType _backdropType;
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@ -25,10 +25,15 @@
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#include <osgDB/ReadFile>
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#include <sstream>
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#include <iomanip>
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using namespace osg;
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using namespace osgText;
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Text::Text():
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_shaderTechnique(GREYSCALE),
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_enableDepthWrites(true),
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_backdropType(NONE),
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_backdropHorizontalOffset(0.07f),
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@ -47,6 +52,7 @@ Text::Text():
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Text::Text(const Text& text,const osg::CopyOp& copyop):
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osgText::TextBase(text,copyop),
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_shaderTechnique(text._shaderTechnique),
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_enableDepthWrites(text._enableDepthWrites),
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_backdropType(text._backdropType),
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_backdropHorizontalOffset(text._backdropHorizontalOffset),
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@ -65,8 +71,15 @@ Text::~Text()
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{
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}
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#include <sstream>
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#include <iomanip>
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void Text::setShaderTechnique(ShaderTechnique technique)
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{
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if (_shaderTechnique==technique) return;
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_shaderTechnique = technique;
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assignStateSet();
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}
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osg::StateSet* Text::createStateSet()
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{
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