Fixed the handle of boundary equalization
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d88f0c4cd1
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@ -907,7 +907,7 @@ void GeometryTechnique::generateGeometry(BufferData& buffer, Locator* masterLoca
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if (left_tile.valid())
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{
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if (!(left_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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if (left_tile->getTerrainTechnique()==0 || !(left_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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{
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int dirtyMask = left_tile->getDirtyMask() | TerrainTile::LEFT_EDGE_DIRTY;
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if (updateNeighboursImmediately) left_tile->init(dirtyMask, true);
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@ -916,7 +916,7 @@ void GeometryTechnique::generateGeometry(BufferData& buffer, Locator* masterLoca
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}
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if (right_tile.valid())
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{
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if (!(right_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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if (right_tile->getTerrainTechnique()==0 || !(right_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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{
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int dirtyMask = right_tile->getDirtyMask() | TerrainTile::RIGHT_EDGE_DIRTY;
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if (updateNeighboursImmediately) right_tile->init(dirtyMask, true);
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@ -925,7 +925,7 @@ void GeometryTechnique::generateGeometry(BufferData& buffer, Locator* masterLoca
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}
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if (top_tile.valid())
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{
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if (!(top_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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if (top_tile->getTerrainTechnique()==0 || !(top_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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{
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int dirtyMask = top_tile->getDirtyMask() | TerrainTile::TOP_EDGE_DIRTY;
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if (updateNeighboursImmediately) top_tile->init(dirtyMask, true);
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@ -935,7 +935,7 @@ void GeometryTechnique::generateGeometry(BufferData& buffer, Locator* masterLoca
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if (bottom_tile.valid())
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{
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if (!(bottom_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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if (bottom_tile->getTerrainTechnique()==0 || !(bottom_tile->getTerrainTechnique()->containsNeighbour(_terrainTile)))
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{
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int dirtyMask = bottom_tile->getDirtyMask() | TerrainTile::BOTTOM_EDGE_DIRTY;
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if (updateNeighboursImmediately) bottom_tile->init(dirtyMask, true);
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@ -986,7 +986,6 @@ void GeometryTechnique::generateGeometry(BufferData& buffer, Locator* masterLoca
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#endif
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}
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osg::ref_ptr<osg::Vec3Array> skirtVectors = new osg::Vec3Array((*VNG._normals));
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VNG.computeNormals();
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