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Disable shadows properly for water reflection/refraction RTT targets, eliminating remaining OpenGL errors.
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@ -25,6 +25,7 @@
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/shadow.hpp>
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#include <components/sceneutil/waterutil.hpp>
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#include <components/sceneutil/waterutil.hpp>
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#include <components/misc/constants.hpp>
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#include <components/misc/constants.hpp>
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@ -263,6 +264,8 @@ public:
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mRefractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mRefractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
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attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
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SceneUtil::ShadowManager::disableShadowsForStateSet(getOrCreateStateSet());
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}
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}
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void setScene(osg::Node* scene)
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void setScene(osg::Node* scene)
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@ -341,6 +344,8 @@ public:
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mClipCullNode = new ClipCullNode;
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mClipCullNode = new ClipCullNode;
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addChild(mClipCullNode);
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addChild(mClipCullNode);
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SceneUtil::ShadowManager::disableShadowsForStateSet(getOrCreateStateSet());
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}
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}
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void setWaterLevel(float waterLevel)
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void setWaterLevel(float waterLevel)
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