#include <osg/ShadeModel>
#include <osg/StateSet>
#include <osg/FrameBufferObject> // for GL_DEPTH_STENCIL_EXT on Windows
+#include <osg/Version>
#include <osgUtil/RenderBin>
#include <cassert>
//----------------------------------------------------------------------------
void ODGauge::reinit()
{
- osg::NodeCallback* cull_callback = camera ? camera->getCullCallback() : 0;
+ osg::NodeCallback* cull_callback =
+ camera
+#if OSG_VERSION_LESS_THAN(3,3,2)
+ ? camera->getCullCallback()
+#else
+ ? dynamic_cast<osg::NodeCallback*>(camera->getCullCallback())
+#endif
+ : 0;
+
clear();
allocRT(cull_callback);
}