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Fix OpenGL errors
There's no reason to use the AndModes variant as we never (intentionally) attempt to sample from a shadow map via the FFP.
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@ -101,7 +101,7 @@ namespace SceneUtil
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for (int i = mShadowSettings->getBaseShadowTextureUnit();
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i < mShadowSettings->getBaseShadowTextureUnit() + mShadowSettings->getNumShadowMapsPerLight(); ++i)
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{
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stateset.setTextureAttributeAndModes(i, fakeShadowMapTexture,
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stateset.setTextureAttribute(i, fakeShadowMapTexture,
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osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
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stateset.addUniform(new osg::Uniform(
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("shadowTexture" + std::to_string(i - mShadowSettings->getBaseShadowTextureUnit())).c_str(), i));
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