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Add todos in case they're left until after the shadow PR is merged
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@ -1498,6 +1498,10 @@ void MWShadowTechnique::createShaders()
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// The casting program uses a sampler, so to avoid undefined behaviour, we must bind a dummy texture in case no other is supplied
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// The casting program uses a sampler, so to avoid undefined behaviour, we must bind a dummy texture in case no other is supplied
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_shadowCastingStateSet->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
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_shadowCastingStateSet->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
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_shadowCastingStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
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_shadowCastingStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
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// TODO: figure out if there's some way to disable depth sorting for translucent objects as we don't care about blending.
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// TODO: compare performance when alpha testing is handled here versus using a discard in the fragment shader
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// TODO: compare performance when we set a bunch of GL state to the default here with OVERRIDE set so that there are fewer pointless state switches
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}
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}
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osg::Polytope MWShadowTechnique::computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight)
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osg::Polytope MWShadowTechnique::computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight)
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