const int ReceivesShadowTraversalMask = 0x1;
const int CastsShadowTraversalMask = 0x2;
int main(int argc,char* argv[])
{
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
osg::ref_ptr<osg::Image> image = new osg::Image;
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
image = osgDB::readImageFile("tex.tga");
if (image.valid())
{
osg::Texture3D* texture = new osg::Texture3D;
texture->setImage(image.get());
texture->setDataVariance(osg::Object:YNAMIC);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}