return eitr->second.get();
// Basic stuff; no sprite or attenuation support
Pass *basicPass = new Pass;
- basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
+ basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
basicPass->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
StateAttributeFactory *attrFact = StateAttributeFactory::instance();
basicPass->setAttributeAndModes(attrFact->getStandardBlendFunc());
if (!simpleLightSS.valid()) {
StateAttributeFactory *attrFact = StateAttributeFactory::instance();
simpleLightSS = new StateSet;
- simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
+ simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
simpleLightSS->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
simpleLightSS->setAttributeAndModes(attrFact->getStandardBlendFunc());
simpleLightSS->setAttributeAndModes(attrFact->getStandardAlphaFunc());
return 0;
osg::StateSet* stateSet = drawable->getOrCreateStateSet();
- stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
+ stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::BlendFunc* blendFunc = new osg::BlendFunc;