diff --git a/simgear/scene/tgdb/VPBTechnique.cxx b/simgear/scene/tgdb/VPBTechnique.cxx index 2120ab0c..d7a442be 100644 --- a/simgear/scene/tgdb/VPBTechnique.cxx +++ b/simgear/scene/tgdb/VPBTechnique.cxx @@ -1757,7 +1757,7 @@ void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocato t->push_back(osg::Vec2d(0, yTexBaseA)); // Normal is straight from the quad - osg::Vec3d normal = (end-start)^spanwise; + osg::Vec3d normal = -(end-start)^spanwise; normal.normalize(); for (unsigned int i = 0; i < 6; i++) n->push_back(normal); @@ -1935,7 +1935,7 @@ void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator) if (propertyNode) { const SGPropertyNode* static_lod = propertyNode->getNode("/sim/rendering/static-lod"); coast_features_lod_range = static_lod->getIntValue("coastline-lod-level", coast_features_lod_range); - coastWidth = static_lod->getIntValue("coastline-width", coastWidth); + coastWidth = static_lod->getFloatValue("coastline-width", coastWidth); } if (tileLevel < coast_features_lod_range) { @@ -1998,12 +1998,9 @@ void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator) } } - if (v->size() == 0) { - SG_LOG(SG_TERRAIN, SG_ALERT, "No vertices for coastline! " << loc << " " << bucket); - return; - } + if (v->size() == 0) return; - SG_LOG(SG_TERRAIN, SG_ALERT, "Generating coastline of " << v->size() << " vertices."); + //SG_LOG(SG_TERRAIN, SG_ALERT, "Generating coastline of " << v->size() << " vertices."); c->push_back(osg::Vec4(1.0,1.0,1.0,1.0)); @@ -2074,21 +2071,22 @@ void VPBTechnique::generateCoastlineFeature(BufferData& buffer, Locator* masterL osg::Vec3d end = *iter; - // Ignore tiny segments - likely artifacts of the elevation slicer - if ((end - start).length2() < 5.0) continue; + // Ignore small segments - we really don't need resolution less than 10m + if ((end - start).length2() < 100.0) continue; // Find a spanwise vector osg::Vec3d spanwise = ((end-start) ^ up); spanwise.normalize(); - // Define the coastline extents. Angle it in slightly on the seaward side + // Define the coastline extents. Angle it down slightly on the seaward side (b->d). + // OSM coastlines are always with the const osg::Vec3d a = start + up; const osg::Vec3d b = start + last_spanwise * coastline._width; const osg::Vec3d c = end + up; const osg::Vec3d d = end + spanwise * coastline._width; // Determine the x and y texture coordinates for the edges - const float xTex = 0.5 * coastline._width / xsize; + const float xTex = coastline._width / xsize; const float yTexA = yTexBaseA + (c-a).length() / ysize; const float yTexB = yTexBaseB + (d-b).length() / ysize; @@ -2110,7 +2108,7 @@ void VPBTechnique::generateCoastlineFeature(BufferData& buffer, Locator* masterL t->push_back(osg::Vec2d(0, yTexBaseA)); // Normal is straight from the quad - osg::Vec3d normal = (end-start)^spanwise; + osg::Vec3d normal = -(end-start)^spanwise; normal.normalize(); for (unsigned int i = 0; i < 6; i++) n->push_back(normal);