Use bigger point sprites for airport lighting
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1fa27f2d19
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1dfde64ac2
@ -756,7 +756,7 @@ SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options
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if (!tileGeometryBin.vasiLights.empty()) {
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EffectGeode* vasiGeode = new EffectGeode;
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Effect* vasiEffect
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= getLightEffect(6, osg::Vec3(1, 0.0001, 0.000001), 1, 6, true);
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= getLightEffect(24, osg::Vec3(1, 0.0001, 0.000001), 1, 24, true);
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vasiGeode->setEffect(vasiEffect);
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SGVec4f red(1, 0, 0, 1);
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SGMaterial* mat = 0;
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@ -784,7 +784,7 @@ SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options
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|| !tileGeometryBin.reilLights.empty()
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|| !tileGeometryBin.odalLights.empty()
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|| tileGeometryBin.taxiLights.getNumLights() > 0)
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runwayEffect = getLightEffect(4, osg::Vec3(1, 0.001, 0.0002), 1, 4, true);
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runwayEffect = getLightEffect(16, osg::Vec3(1, 0.001, 0.0002), 1, 16, true);
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if (tileGeometryBin.runwayLights.getNumLights() > 0
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|| !tileGeometryBin.rabitLights.empty()
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|| !tileGeometryBin.reilLights.empty()
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