From Paul Martz, "The attached code change causes the flt plugin to leave _sector unset if the
direction normal has a zero length. The net effect is that unidirectional light points with zero length direction vectors are now treated as omnidirectional light points."
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@ -2207,13 +2207,13 @@ void ConvertFromFLT::visitLightPoint(osg::Group& osgParent, LightPointRecord* re
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{
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azimAngle = acos( pNormal.y() );
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if( pNormal.y() > 0.0f ) azimAngle = - azimAngle;
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float minAzimuth = azimAngle - lobeHorz/2.0f;
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float maxAzimuth = azimAngle + lobeHorz/2.0f;
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float fadeRange = 0.0f;
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lp._sector = new osgSim::AzimElevationSector( minAzimuth, maxAzimuth, minElevation, maxElevation, fadeRange);
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}
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float minAzimuth = azimAngle - lobeHorz/2.0f;
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float maxAzimuth = azimAngle + lobeHorz/2.0f;
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float fadeRange = 0.0f;
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lp._sector = new osgSim::AzimElevationSector( minAzimuth, maxAzimuth, minElevation, maxElevation, fadeRange);
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}
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lpNode->addLightPoint( lp);
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@ -2330,13 +2330,13 @@ void ConvertFromFLT::visitLightPointIndex(osg::Group& osgParent, LightPointIndex
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azimAngle = acos( pNormal.y() );
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if (pNormal.x() < 0.0f)
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azimAngle = -azimAngle;
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float minAzimuth = azimAngle - lobeHorz/2.0f;
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float maxAzimuth = azimAngle + lobeHorz/2.0f;
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float fadeRange = 0.0f;
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lp._sector = new osgSim::AzimElevationSector( minAzimuth, maxAzimuth, minElevation, maxElevation, fadeRange);
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}
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float minAzimuth = azimAngle - lobeHorz/2.0f;
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float maxAzimuth = azimAngle + lobeHorz/2.0f;
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float fadeRange = 0.0f;
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lp._sector = new osgSim::AzimElevationSector( minAzimuth, maxAzimuth, minElevation, maxElevation, fadeRange);
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}
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lpNode->addLightPoint(lp);
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