WS30 - remove separate water mesh option
No longer required now water shader integrated into main ws30 shader. Also clean up.
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0deaec870a
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6d76b657d6
2 changed files with 1 additions and 6 deletions
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@ -280,10 +280,8 @@ public:
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{
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SGPropertyNode_ptr elevationMeshNode = fgGetNode(root_node_path, true);
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setupPropertyListener(elevationMeshNode, "constraint-gap-m");
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setupPropertyListener(elevationMeshNode, "lod-range-factor");
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setupPropertyListener(elevationMeshNode, "sample-ratio");
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setupPropertyListener(elevationMeshNode, "vertical-scale");
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setupPropertyListener(elevationMeshNode, "separate-water-mesh");
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// We also need to set the maximum range based on the LOD ranges
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SGPropertyNode_ptr lodNode = fgGetNode(lod_node_path, true);
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@ -308,7 +306,6 @@ public:
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virtual void valueChanged(SGPropertyNode * node)
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{
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float f = node->getFloatValue();
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bool b = node->getBoolValue();
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std::string name(node->getNameString());
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if (name == "constraint-gap-m") {
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@ -317,8 +314,6 @@ public:
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SGSceneFeatures::instance()->setVPBSampleRatio(f);
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} else if (name == "vertical-scale") {
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SGSceneFeatures::instance()->setVPBVerticalScale(f);
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} else if (name == "separate-water-mesh") {
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SGSceneFeatures::instance()->setVPBSeparateWaterMesh(b);
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} else {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Unexpected property in listener " << node->getPath());
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}
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