diff --git a/simgear/scene/tgdb/pt_lights.cxx b/simgear/scene/tgdb/pt_lights.cxx index a1c53939..59003fcb 100644 --- a/simgear/scene/tgdb/pt_lights.cxx +++ b/simgear/scene/tgdb/pt_lights.cxx @@ -178,7 +178,7 @@ Effect* getLightEffect(float size, const Vec3& attenuation, return eitr->second.get(); // Basic stuff; no sprite or attenuation support Pass *basicPass = new Pass; - basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin"); + basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin"); basicPass->setMode(GL_LIGHTING, osg::StateAttribute::OFF); StateAttributeFactory *attrFact = StateAttributeFactory::instance(); basicPass->setAttributeAndModes(attrFact->getStandardBlendFunc()); @@ -336,7 +336,7 @@ SGLightFactory::getLights(const SGLightBin& lights, unsigned inc, float alphaOff if (!simpleLightSS.valid()) { StateAttributeFactory *attrFact = StateAttributeFactory::instance(); simpleLightSS = new StateSet; - simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin"); + simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin"); simpleLightSS->setMode(GL_LIGHTING, osg::StateAttribute::OFF); simpleLightSS->setAttributeAndModes(attrFact->getStandardBlendFunc()); simpleLightSS->setAttributeAndModes(attrFact->getStandardAlphaFunc()); @@ -452,7 +452,7 @@ SGLightFactory::getVasi(const SGVec3f& up, const SGDirectionalLightBin& lights, return 0; osg::StateSet* stateSet = drawable->getOrCreateStateSet(); - stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin"); + stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin"); stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::BlendFunc* blendFunc = new osg::BlendFunc;