VBO switch also controls random-buildings.
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@ -108,7 +108,7 @@ BuildingBoundingBoxCallback::computeBound(const Drawable& drawable) const
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}
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// Set up the building set based on the material definitions
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SGBuildingBin::SGBuildingBin(const SGMaterial *mat) {
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SGBuildingBin::SGBuildingBin(const SGMaterial *mat, bool useVBOs) {
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material_name = new std::string(mat->get_names()[0]);
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Building material " << material_name);
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@ -161,7 +161,11 @@ BuildingBoundingBoxCallback::computeBound(const Drawable& drawable) const
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sharedGeometry->setFogCoordBinding(osg::Geometry::BIND_PER_VERTEX);
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sharedGeometry->setComputeBoundingBoxCallback(new BuildingBoundingBoxCallback);
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sharedGeometry->setUseDisplayList(false);
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sharedGeometry->setDataVariance(osg::Object::STATIC);
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if (useVBOs) {
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sharedGeometry->setUseVertexBufferObjects(true);
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}
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for (unsigned int j = 0; j < BUILDING_SET_SIZE; j++) {
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float width;
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float depth;
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@ -168,7 +168,7 @@ private:
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public:
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SGBuildingBin(const SGMaterial *mat);
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SGBuildingBin(const SGMaterial *mat, bool useVBOs);
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~SGBuildingBin() {
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smallBuildings.clear();
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@ -480,7 +480,8 @@ public:
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SGMaterialLib* matlib,
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float building_density,
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bool use_random_objects,
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bool use_random_buildings)
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bool use_random_buildings,
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bool useVBOs)
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{
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SGMaterialTriangleMap::iterator i;
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@ -508,7 +509,7 @@ public:
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SGBuildingBin* bin = NULL;
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if (building_coverage > 0) {
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bin = new SGBuildingBin(mat);
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bin = new SGBuildingBin(mat, useVBOs);
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randomBuildings.push_back(bin);
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}
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@ -1121,7 +1122,8 @@ public:
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bool use_random_buildings = false;
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float vegetation_density = 1.0f;
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float building_density = 1.0f;
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bool useVBOs = false;
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osg::ref_ptr<osg::Group> randomObjects;
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osg::ref_ptr<osg::Group> forestNode;
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osg::ref_ptr<osg::Group> buildingNode;
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@ -1146,6 +1148,8 @@ public:
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= propertyNode->getFloatValue("/sim/rendering/building-density",
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building_density);
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}
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useVBOs = (_options->getPluginStringData("SimGear::USE_VBOS") == "ON");
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}
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@ -1154,7 +1158,8 @@ public:
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_tileGeometryBin->computeRandomObjectsAndBuildings(matlib,
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building_density,
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use_random_objects,
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use_random_buildings);
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use_random_buildings,
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useVBOs);
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}
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