remove shadowscene function & added maxAnisotropic in forza osg & wheel osg

git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@5467 30fe4595-0a0c-4342-8851-515496e4dcbd

Former-commit-id: d770feed0fac445fd8a4fcb1304bdacc746200df
Former-commit-id: a909452af9553186986871231a9db1acda27aa25
This commit is contained in:
torcs-ng 2013-05-21 20:29:52 +00:00
parent aa7ebec367
commit ea4d5af07f

View file

@ -433,7 +433,7 @@ void SDRender::Init(tTrack *track)
void SDRender::ShadowedScene()
{
osg::ref_ptr<osgShadow::ShadowMap> vdsm = new osgShadow::ShadowMap;
/*osg::ref_ptr<osgShadow::ShadowMap> vdsm = new osgShadow::ShadowMap;
vdsm->setLight(sunLight.get());
vdsm->setTextureSize(osg::Vec2s(2048, 2048));
vdsm->setTextureUnit(3);
@ -447,7 +447,7 @@ void SDRender::ShadowedScene()
shadowRoot->addChild(sunLight.get());
m_RealRoot->addChild(shadowRoot.get());
m_RealRoot->addChild(shadowRoot.get());*/
}
void SDRender::addCars(osg::Node* cars)
@ -460,7 +460,7 @@ void SDRender::addCars(osg::Node* cars)
optimizer.optimize(m_CarRoot.get());
optimizer.optimize(m_scene.get());
ShadowedScene();
//ShadowedScene();
}
void SDRender::UpdateLight( void )