Use bigger point sprites for airport lighting

This commit is contained in:
Frederic Bouvier 2012-01-25 23:42:10 +01:00
parent 1fa27f2d19
commit 1dfde64ac2

View File

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