Tentative hack to avoid black triangles in urban terrain problem when urban effect is used
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1 changed files with 10 additions and 2 deletions
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@ -84,10 +84,18 @@ void main()
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//rawPos = gl_Vertex.xy;
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//rawPos = gl_Vertex.xy;
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worldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
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worldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
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steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
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steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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// hack: World Scenery 2.0 triangle mesh doesn't yield sensible tangents
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// and normals, so we pretend that urban terrain is always close
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// to flat to get rid of back triangles in urban terrain
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//VNormal = normalize(gl_NormalMatrix * gl_Normal);
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//VTangent = gl_NormalMatrix * tangent;
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VNormal = gl_NormalMatrix * vec3 (0.0,0.0,1.0);
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VTangent = gl_NormalMatrix * vec3 (0.0,-1.0,0.0);
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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// Normal = normalize(gl_Normal);
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// Normal = normalize(gl_Normal);
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VTangent = gl_NormalMatrix * tangent;
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// VBinormal = gl_NormalMatrix * binormal;
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// VBinormal = gl_NormalMatrix * binormal;
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