* MA 02110-1301, USA.
*
*/
+#include "StateAttributeFactory.hxx"
-#include <OpenThreads/ScopedLock>
+#include <osg/AlphaFunc>
+#include <osg/Array>
+#include <osg/BlendFunc>
+#include <osg/CullFace>
+#include <osg/Depth>
+#include <osg/ShadeModel>
+#include <osg/Texture2D>
+#include <osg/TexEnv>
#include <osg/Image>
-#include "StateAttributeFactory.hxx"
using namespace osg;
_whiteTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
_whiteTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
_whiteTexture->setDataVariance(osg::Object::STATIC);
+ // And now the transparent texture
+ dummyImage = new osg::Image;
+ dummyImage->allocateImage(1, 1, 1, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
+ imageBytes = dummyImage->data(0, 0);
+ imageBytes[0] = 255;
+ imageBytes[1] = 0;
+ _transparentTexture = new osg::Texture2D;
+ _transparentTexture->setImage(dummyImage);
+ _transparentTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
+ _transparentTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
+ _transparentTexture->setDataVariance(osg::Object::STATIC);
+ _white = new Vec4Array(1);
+ (*_white)[0].set(1.0f, 1.0f, 1.0f, 1.0f);
+ _white->setDataVariance(Object::STATIC);
+ _cullFaceFront = new CullFace(CullFace::FRONT);
+ _cullFaceFront->setDataVariance(Object::STATIC);
+ _cullFaceBack = new CullFace(CullFace::BACK);
+ _cullFaceBack->setDataVariance(Object::STATIC);
+ _depthWritesDisabled = new Depth(Depth::LESS, 0.0, 1.0, false);
+ _depthWritesDisabled->setDataVariance(Object::STATIC);
}
-osg::ref_ptr<StateAttributeFactory> StateAttributeFactory::_theInstance;
-OpenThreads::Mutex StateAttributeFactory::_instanceMutex;
-
-StateAttributeFactory* StateAttributeFactory::instance()
-{
- OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_instanceMutex);
- if (!_theInstance.valid()) {
- _theInstance = new StateAttributeFactory;
- }
- return _theInstance.get();
-}
}