From Wojcoech Lewandowski, "Attched are aimShadowCastingCamera() call changes, I have described in former post. Basically now MinimalShadowMap overrides first variant and keeps second. So both variants of aimShadowCastingCamera are clearly defined in MinimalShadowMap::ViewData scope. This way compilers have no problem and code looks less obscure. Changes made against the trunk."
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@ -114,6 +114,13 @@ class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
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virtual void cullShadowReceivingScene( );
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virtual void cullShadowReceivingScene( );
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virtual void aimShadowCastingCamera(
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const osg::BoundingSphere &bounds,
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const osg::Light *light,
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const osg::Vec4 &worldLightPos,
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const osg::Vec3 &worldLightDir,
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const osg::Vec3 &worldLightUp = osg::Vec3(0,1,0) );
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virtual void aimShadowCastingCamera( const osg::Light *light,
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virtual void aimShadowCastingCamera( const osg::Light *light,
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const osg::Vec4 &worldLightPos,
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const osg::Vec4 &worldLightPos,
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const osg::Vec3 &worldLightDir,
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const osg::Vec3 &worldLightDir,
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@ -114,6 +114,17 @@ osg::BoundingBox MinimalShadowMap::ViewData::computeShadowReceivingCoarseBounds(
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return osg::BoundingBox();
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return osg::BoundingBox();
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}
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}
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void MinimalShadowMap::ViewData::aimShadowCastingCamera(
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const osg::BoundingSphere &bs,
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const osg::Light *light,
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const osg::Vec4 &lightPos,
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const osg::Vec3 &lightDir,
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const osg::Vec3 &lightUpVector
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/* by default = osg::Vec3( 0, 1 0 )*/ )
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{
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BaseClass::ViewData::aimShadowCastingCamera( bs, light, lightPos, lightDir, lightUpVector );
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}
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void MinimalShadowMap::ViewData::aimShadowCastingCamera
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void MinimalShadowMap::ViewData::aimShadowCastingCamera
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( const osg::Light *light, const osg::Vec4 &lightPos,
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( const osg::Light *light, const osg::Vec4 &lightPos,
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const osg::Vec3 &lightDir, const osg::Vec3 &lightUp )
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const osg::Vec3 &lightDir, const osg::Vec3 &lightUp )
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@ -148,8 +159,7 @@ void MinimalShadowMap::ViewData::aimShadowCastingCamera
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#endif
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#endif
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}
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}
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BaseClass::ViewData::aimShadowCastingCamera
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aimShadowCastingCamera( osg::BoundingSphere( bb ), light, lightPos, lightDir, up );
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( bb, light, lightPos, lightDir, up );
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// Intersect scene Receiving Shadow Polytope with shadow camera frustum
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// Intersect scene Receiving Shadow Polytope with shadow camera frustum
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// Important for cases where Scene extend beyond shadow camera frustum
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// Important for cases where Scene extend beyond shadow camera frustum
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