Fixed a couple small bugs with fragment creation in on-the-fly generated
tiles.
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parent
c3753bf620
commit
0925492e4c
1 changed files with 5 additions and 4 deletions
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@ -150,8 +150,8 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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// set the texture width and height values for this
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// material
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FGMaterial m = fragment.material_ptr->get_m();
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double tex_width = m.get_xsize();
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double tex_height = m.get_ysize();
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// double tex_width = m.get_xsize();
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// double tex_height = m.get_ysize();
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// set ssgState
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state = fragment.material_ptr->get_state();
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@ -182,6 +182,7 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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}
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Point3D cart[4], rel[4];
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t->nodes.clear();
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for ( int i = 0; i < 4; ++i ) {
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cart[i] = fgGeodToCart(rad[i]);
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rel[i] = cart[i] - center;
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@ -213,8 +214,8 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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}
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// Build flight gear structure
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fragment.add_face(1, 2, 3);
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fragment.add_face(1, 3, 4);
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fragment.add_face(0, 1, 2);
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fragment.add_face(0, 2, 3);
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t->fragment_list.push_back(fragment);
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// Build ssg structure
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