Put airport lights in RenderBin to enable glow
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2822006d01
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1fa27f2d19
@ -178,7 +178,7 @@ Effect* getLightEffect(float size, const Vec3& attenuation,
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return eitr->second.get();
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// Basic stuff; no sprite or attenuation support
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Pass *basicPass = new Pass;
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basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
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basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
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basicPass->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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StateAttributeFactory *attrFact = StateAttributeFactory::instance();
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basicPass->setAttributeAndModes(attrFact->getStandardBlendFunc());
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@ -336,7 +336,7 @@ SGLightFactory::getLights(const SGLightBin& lights, unsigned inc, float alphaOff
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if (!simpleLightSS.valid()) {
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StateAttributeFactory *attrFact = StateAttributeFactory::instance();
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simpleLightSS = new StateSet;
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simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
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simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
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simpleLightSS->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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simpleLightSS->setAttributeAndModes(attrFact->getStandardBlendFunc());
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simpleLightSS->setAttributeAndModes(attrFact->getStandardAlphaFunc());
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@ -452,7 +452,7 @@ SGLightFactory::getVasi(const SGVec3f& up, const SGDirectionalLightBin& lights,
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return 0;
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osg::StateSet* stateSet = drawable->getOrCreateStateSet();
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stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
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stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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osg::BlendFunc* blendFunc = new osg::BlendFunc;
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