Fall back to taking tree textures from Terrain/ if they are not found under
Terrain.high, consistent with the other textures in materials.xml. Also fix comment.
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@ -244,9 +244,21 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
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tree_varieties = props->getIntValue("tree-varieties", 1);
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const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
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if (treeTexNode) {
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string treeTexPath = props->getStringValue("tree-texture");
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tree_texture = SGModelLib::findDataFile(treeTexPath, options);
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if (! treeTexPath.empty()) {
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SGPath treePath("Textures.high");
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treePath.append(treeTexPath);
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tree_texture = SGModelLib::findDataFile(treePath.str(), options);
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if (tree_texture.empty()) {
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treePath = SGPath("Textures");
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treePath.append(treeTexPath);
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tree_texture = SGModelLib::findDataFile(treePath.str(), options);
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}
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}
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}
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// surface values for use with ground reactions
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@ -275,9 +275,7 @@ public:
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// blue (for buildings) channel. Also check
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// that they are more than spacing metres away from
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// any other point.
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// blue (for buildings) channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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