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Oct 20th, 2016
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  1. lightObstaclesTextureArray->setTextureSize(_lightObstaclesTextureArraySize, _lightObstaclesTextureArraySize, numLightsWithObstacles);
  2. lightObstaclesTextureArray->setInternalFormat(GL_DEPTH_COMPONENT32);
  3. lightObstaclesTextureArray->setShadowTextureMode(osg::Texture2D::LUMINANCE);
  4. lightObstaclesTextureArray->setShadowComparison(true);
  5. lightObstaclesTextureArray->setShadowCompareFunc(osg::Texture::LEQUAL);
  6. lightObstaclesTextureArray->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER);
  7. lightObstaclesTextureArray->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER);
  8. lightObstaclesTextureArray->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_BORDER);
  9. lightObstaclesTextureArray->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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