本文整理汇总了C++中VirtualProgram::setIsAbstract方法的典型用法代码示例。如果您正苦于以下问题:C++ VirtualProgram::setIsAbstract方法的具体用法?C++ VirtualProgram::setIsAbstract怎么用?C++ VirtualProgram::setIsAbstract使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VirtualProgram
的用法示例。
在下文中一共展示了VirtualProgram::setIsAbstract方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ElevationChangedCallback
RexTerrainEngineNode::RexTerrainEngineNode() :
TerrainEngineNode ( ),
_terrain ( 0L ),
_tileCount ( 0 ),
_tileCreationTime ( 0.0 ),
_batchUpdateInProgress( false ),
_refreshRequired ( false ),
_stateUpdateRequired ( false )
{
// Necessary for pager object data
this->setName("osgEarth.RexTerrainEngineNode");
// unique ID for this engine:
_uid = Registry::instance()->createUID();
// always require elevation.
_requireElevationTextures = true;
// install an elevation callback so we can update elevation data
_elevationCallback = new ElevationChangedCallback( this );
// static shaders.
if ( Registry::capabilities().supportsGLSL() )
{
osg::StateSet* stateset = getOrCreateStateSet();
VirtualProgram* vp = VirtualProgram::getOrCreate(stateset);
vp->setName("RexTerrainEngineNode");
vp->setIsAbstract(true); // cannot run by itself, requires additional children
Shaders package;
package.load(vp, package.SDK);
}
// TODO: replace with a "renderer" object that can return statesets
// for different layer types, or something.
_imageLayerStateSet = new osg::StateSet();
}