WS30: Revert to green channel for texture atlas

This commit is contained in:
Stuart Buchanan 2021-12-18 21:45:50 +00:00
parent db5a2353bd
commit 06ecfe1927

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@ -1355,14 +1355,7 @@ void VPBTechnique::applyColorLayers(BufferData& buffer, Locator* masterLocator)
for (unsigned int t = 0; t < (unsigned int) image->t(); t++) { for (unsigned int t = 0; t < (unsigned int) image->t(); t++) {
osg::Vec4d c = image->getColor(s, t); osg::Vec4d c = image->getColor(s, t);
int i = int(round(c.x() * 255.0)); int i = int(round(c.x() * 255.0));
c.set(c.x(), (double) (atlasIndex[i] / 255.0), c.z(), c.w() );
// Get texture 0 for this material to save a Uniform lookup in the shader for
// maximal performance on single-texture shaders
osg::Vec4f texture1;
if (! atlas.textureLookup1->getElement(atlasIndex[i], texture1)) {
SG_LOG(SG_TERRAIN, SG_ALERT, "Failed to do texture lookup for landclass: " << atlasIndex[i]);
}
c.set((double) (atlasIndex[i] / 255.0), texture1.r(), texture1.g(), texture1.b());
image->setColor(c, s, t); image->setColor(c, s, t);
} }
} }