Update GroundLightManager
Also use GroundLightManager to manage light node masks.
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3b26a3219c
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149419386d
1 changed files with 12 additions and 11 deletions
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@ -70,6 +70,8 @@
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/scene/util/SGUpdateVisitor.hxx>
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#include <simgear/scene/util/RenderConstants.hxx>
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#include <simgear/scene/tgdb/GroundLightManager.hxx>
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#include <simgear/scene/tgdb/pt_lights.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/timing/sg_time.hxx>
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@ -826,20 +828,19 @@ FGRenderer::update( bool refresh_camera_settings ) {
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l->adj_fog_color(),
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l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
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mUpdateVisitor->setVisibility(actual_visibility);
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simgear::GroundLightManager::instance()->update(mUpdateVisitor.get());
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bool hotspots = fgGetBool("/sim/panel-hotspots");
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osg::Node::NodeMask cullMask = ~simgear::LIGHTS_BITS & ~simgear::PICK_BIT;
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cullMask |= simgear::GroundLightManager::instance()
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->getLightNodeMask(mUpdateVisitor.get());
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if (hotspots)
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cullMask |= simgear::PICK_BIT;
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if (viewer) {
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if (hotspots)
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camera->setCullMask(camera->getCullMask()|SG_NODEMASK_PICK_BIT);
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else
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camera->setCullMask(camera->getCullMask()
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& ~SG_NODEMASK_PICK_BIT);
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camera->setCullMask(cullMask);
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for (int i = 0; i < viewer->getNumSlaves(); ++i)
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viewer->getSlave(i)._camera->setCullMask(cullMask);
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} else {
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if (hotspots)
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sceneView->setCullMask(sceneView->getCullMask()
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|SG_NODEMASK_PICK_BIT);
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else
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sceneView->setCullMask(sceneView->getCullMask()
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&(~SG_NODEMASK_PICK_BIT));
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sceneView->setCullMask(cullMask);
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sceneView->update();
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sceneView->cull();
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sceneView->draw();
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