Lighting/ssgSimpleState fixes.
obj.cxx added code to generate an ocean tile on the fly if no tile exists.
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0f6565f764
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c3753bf620
4 changed files with 145 additions and 15 deletions
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@ -60,7 +60,7 @@ FGMaterial::FGMaterial ( void )
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ambient[0] = ambient[1] = ambient[2] = ambient[3] = 0.0;
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diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 0.0;
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specular[0] = specular[1] = specular[2] = specular[3] = 0.0;
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emissive[0] = emissive[1] = emissive[2] = emissive[3] = 0.0;
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emission[0] = emission[1] = emission[2] = emission[3] = 0.0;
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}
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@ -86,9 +86,9 @@ operator >> ( istream& in, FGMaterial& m )
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} else if ( token == "specular" ) {
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in >> token >> m.specular[0] >> m.specular[1]
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>> m.specular[2] >> m.specular[3];
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} else if ( token == "emissive" ) {
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in >> token >> m.emissive[0] >> m.emissive[1]
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>> m.emissive[2] >> m.emissive[3];
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} else if ( token == "emission" ) {
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in >> token >> m.emission[0] >> m.emission[1]
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>> m.emission[2] >> m.emission[3];
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} else if ( token == "alpha" ) {
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in >> token >> token;
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if ( token == "yes" ) {
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@ -71,7 +71,7 @@ private:
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double xsize, ysize;
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// material properties
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GLfloat ambient[4], diffuse[4], specular[4], emissive[4];
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GLfloat ambient[4], diffuse[4], specular[4], emission[4];
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GLint texture_ptr;
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public:
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@ -94,7 +94,7 @@ public:
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inline GLfloat *get_ambient() { return ambient; }
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inline GLfloat *get_diffuse() { return diffuse; }
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inline GLfloat *get_specular() { return specular; }
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inline GLfloat *get_emissive() { return emissive; }
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inline GLfloat *get_emission() { return emission; }
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};
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@ -189,12 +189,17 @@ fgMATERIAL_MGR::load_lib ( void )
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state->enable( GL_TEXTURE_2D );
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state->setTexture( (char *)tex_file.c_str() );
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state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
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state->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
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state->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
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} else {
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state->disable( GL_TEXTURE_2D );
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state->disable( GL_COLOR_MATERIAL );
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GLfloat *ambient, *diffuse;
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GLfloat *ambient, *diffuse, *specular, *emission;
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ambient = m.get_ambient();
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diffuse = m.get_diffuse();
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specular = m.get_specular();
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emission = m.get_emission();
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/* cout << "ambient = " << ambient[0] << "," << ambient[1]
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<< "," << ambient[2] << endl; */
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state->setMaterial ( GL_AMBIENT,
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@ -203,6 +208,12 @@ fgMATERIAL_MGR::load_lib ( void )
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state->setMaterial ( GL_DIFFUSE,
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diffuse[0], diffuse[1],
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diffuse[2], diffuse[3] ) ;
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state->setMaterial ( GL_SPECULAR,
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specular[0], specular[1],
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specular[2], specular[3] ) ;
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state->setMaterial ( GL_EMISSION,
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emission[0], emission[1],
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emission[2], emission[3] ) ;
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}
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m_slot.set_state( state );
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@ -29,14 +29,8 @@
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# include <math.h>
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#endif
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// #ifdef HAVE_WINDOWS_H
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// # include <windows.h>
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// #endif
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#include <stdio.h>
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#include <string.h>
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// #include <GL/glut.h>
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// #include <XGL/xgl.h>
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// #if defined ( __sun__ )
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// extern "C" void *memmove(void *, const void *, size_t);
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@ -55,6 +49,7 @@
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#include <Include/fg_constants.h>
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#include <Main/options.hxx>
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#include <Math/mat3.h>
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#include <Math/fg_geodesy.hxx>
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#include <Math/fg_random.h>
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#include <Math/point3d.hxx>
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#include <Math/polar3d.hxx>
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@ -134,6 +129,128 @@ static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
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}
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// Generate a generic ocean tile on the fly
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ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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fgFRAGMENT fragment;
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fragment.init();
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fragment.tile_ptr = t;
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ssgSimpleState *state = NULL;
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ssgBranch *tile = new ssgBranch () ;
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tile -> setName ( (char *)path.c_str() ) ;
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// find Ocean material in the properties list
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if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! unknown usemtl name = " << "Ocean"
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<< " in " << path );
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}
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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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// set ssgState
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state = fragment.material_ptr->get_state();
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// Calculate center point
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FGBucket b = t->tile_bucket;
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double clon = b.get_center_lon();
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double clat = b.get_center_lat();
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double height = b.get_height();
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double width = b.get_width();
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Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
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t->center = center;
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fragment.center = center;
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// cout << "center = " << center << endl;;
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// Caculate corner vertices
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Point3D geod[4];
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geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
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geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
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geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
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geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
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Point3D rad[4];
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for ( int i = 0; i < 4; ++i ) {
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rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
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geod[i].z() );
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}
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Point3D cart[4], rel[4];
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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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t->nodes.push_back( rel[i] );
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// cout << "corner " << i << " = " << cart[i] << endl;
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}
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t->ncount = 4;
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// Calculate bounding radius
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t->bounding_radius = center.distance3D( cart[0] );
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fragment.bounding_radius = t->bounding_radius;
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// cout << "bounding radius = " << t->bounding_radius << endl;
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// Calculate normals
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Point3D normals[4];
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for ( int i = 0; i < 4; ++i ) {
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normals[i] = cart[i];
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double length = normals[i].distance3D( Point3D(0.0) );
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normals[i] /= length;
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// cout << "normal = " << normals[i] << endl;
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}
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// Calculate texture coordinates
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Point3D texs[4];
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for ( int i = 0; i < 4; ++i ) {
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texs[i] = calc_tex_coords( rel[i], center );
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// cout << "texture coordinate = " << texs[i] << endl;
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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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t->fragment_list.push_back(fragment);
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// Build ssg structure
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t->vtlist = new sgVec3 [ 4 ];
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t->vnlist = new sgVec3 [ 4 ];
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t->tclist = new sgVec2 [ 4 ];
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for ( int i = 0; i < 4; ++i ) {
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sgSetVec3( t->vtlist[i],
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rel[i].x(), rel[i].y(), rel[i].z() );
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sgSetVec3( t->vnlist[i],
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normals[i].x(), normals[i].y(), normals[i].z() );
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sgSetVec2( t->tclist[i], texs[i].x(), texs[i].y() );
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}
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unsigned short *vindex = new unsigned short [ 4 ];
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unsigned short *tindex = new unsigned short [ 4 ];
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for ( int i = 0; i < 4; ++i ) {
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vindex[i] = i;
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tindex[i] = i;
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}
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ssgLeaf *leaf =
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new ssgVTable ( GL_TRIANGLE_FAN,
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4, vindex, t->vtlist,
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4, vindex, t->vnlist,
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4, tindex, t->tclist,
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0, NULL, NULL ) ;
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leaf->setState( state );
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tile->addKid( leaf );
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return tile;
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}
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// Load a .obj file and build the fragment list
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ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
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fgFRAGMENT fragment;
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@ -165,7 +282,9 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
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fg_gzifstream in( path );
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if ( ! in.is_open() ) {
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FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
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return NULL;
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FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
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return fgGenTile( path, t );
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}
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shading = current_options.get_shading();
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