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Fixed a couple small bugs with fragment creation in on-the-fly generated

tiles.
This commit is contained in:
curt 1999-09-01 18:51:49 +00:00
parent c3753bf620
commit 0925492e4c

View file

@ -150,8 +150,8 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
// set the texture width and height values for this
// material
FGMaterial m = fragment.material_ptr->get_m();
double tex_width = m.get_xsize();
double tex_height = m.get_ysize();
// double tex_width = m.get_xsize();
// double tex_height = m.get_ysize();
// set ssgState
state = fragment.material_ptr->get_state();
@ -182,6 +182,7 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
}
Point3D cart[4], rel[4];
t->nodes.clear();
for ( int i = 0; i < 4; ++i ) {
cart[i] = fgGeodToCart(rad[i]);
rel[i] = cart[i] - center;
@ -213,8 +214,8 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
}
// Build flight gear structure
fragment.add_face(1, 2, 3);
fragment.add_face(1, 3, 4);
fragment.add_face(0, 1, 2);
fragment.add_face(0, 2, 3);
t->fragment_list.push_back(fragment);
// Build ssg structure