Fixed indentation
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ce021df661
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@ -201,8 +201,8 @@ bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIAc
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return true;
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return true;
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}
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}
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else if (ea.getKey()=='p' ||
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else if (ea.getKey()=='p' ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_Left ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_Left ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left)
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ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left)
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{
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{
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_ForestTechniqueManager->advanceToNextTechnique(-1);
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_ForestTechniqueManager->advanceToNextTechnique(-1);
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return true;
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return true;
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@ -260,11 +260,11 @@ bool ForestTechniqueManager::Cell::divide(unsigned int maxNumTreesPerCell)
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(*citr)->divide(maxNumTreesPerCell);
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(*citr)->divide(maxNumTreesPerCell);
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}
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}
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return true;
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return true;
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}
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}
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else
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else
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{
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{
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return false;
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return false;
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}
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}
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}
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}
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bool ForestTechniqueManager::Cell::divide(bool xAxis, bool yAxis, bool zAxis)
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bool ForestTechniqueManager::Cell::divide(bool xAxis, bool yAxis, bool zAxis)
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@ -959,7 +959,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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osg::ref_ptr<Cell> cell = new Cell;
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osg::ref_ptr<Cell> cell = new Cell;
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cell->addTrees(trees);
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cell->addTrees(trees);
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cell->divide();
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cell->divide();
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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osg::Texture2D *tex = new osg::Texture2D;
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osg::Texture2D *tex = new osg::Texture2D;
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@ -1035,7 +1035,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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"TEMP position;\n"
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"TEMP position;\n"
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// vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
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// vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
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"MAD position, vpos, vcol.w, vcol;\n"
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"MAD position, vpos, vcol.w, vcol;\n"
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// gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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@ -1048,7 +1048,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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// gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
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// gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
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"MOV result.color.front.primary, one;\n"
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"MOV result.color.front.primary, one;\n"
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// texcoord = gl_MultiTexCoord0.st;
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// texcoord = gl_MultiTexCoord0.st;
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"MOV result.texcoord, tc;\n"
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"MOV result.texcoord, tc;\n"
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"END\n";
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"END\n";
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