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Timestamp:
03/05/10 17:17:12 (5 years ago)
Author:
robert
Message:

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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1 modified

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  • OpenSceneGraph/trunk/src/osgShadow/MinimalShadowMap.cpp

    r11136 r11176  
    115115} 
    116116 
     117void MinimalShadowMap::ViewData::aimShadowCastingCamera(  
     118                                        const osg::BoundingSphere &bs, 
     119                                        const osg::Light *light, 
     120                                        const osg::Vec4 &lightPos, 
     121                                        const osg::Vec3 &lightDir, 
     122                                        const osg::Vec3 &lightUpVector  
     123                                        /* by default = osg::Vec3( 0, 1 0 )*/ ) 
     124{ 
     125    BaseClass::ViewData::aimShadowCastingCamera( bs, light, lightPos, lightDir, lightUpVector ); 
     126} 
     127 
    117128void MinimalShadowMap::ViewData::aimShadowCastingCamera 
    118129 ( const osg::Light *light, const osg::Vec4 &lightPos, 
     
    149160    }  
    150161 
    151     BaseClass::ViewData::aimShadowCastingCamera 
    152                                     ( bb, light, lightPos, lightDir, up ); 
     162    aimShadowCastingCamera( osg::BoundingSphere( bb ), light, lightPos, lightDir, up ); 
    153163 
    154164    // Intersect scene Receiving Shadow Polytope with shadow camera frustum