clouds: remove unused bump mapping flags.
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@ -78,9 +78,6 @@ static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVER
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static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
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static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
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static bool state_initialized = false;
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static bool bump_mapping = false;
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bool SGCloudLayer::enable_bump_mapping = false;
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const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
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const std::string SGCloudLayer::SG_CLOUD_BROKEN_STRING = "broken";
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@ -381,18 +378,6 @@ SGCloudLayer::rebuild()
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SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
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osg::Texture::Extensions* extensions;
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extensions = osg::Texture::getExtensions(0, true);
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// OSGFIXME
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bump_mapping = extensions->isMultiTexturingSupported() &&
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(2 <= extensions->numTextureUnits()) &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3");
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osg::TextureCubeMap::Extensions* extensions2;
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extensions2 = osg::TextureCubeMap::getExtensions(0, true);
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bump_mapping = bump_mapping && extensions2->isCubeMapSupported();
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// This bump mapping code was inspired by the tutorial available at
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// http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
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// and a NVidia white paper
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@ -227,8 +227,6 @@ public:
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osg::Switch* getNode() { return cloud_root.get(); }
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static bool enable_bump_mapping;
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/** return the 3D layer cloud associated with this 2D layer */
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SGCloudField *get_layer3D(void) { return layer3D; }
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