scenery: Make static scenery static.
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@ -311,6 +311,7 @@ osg::Node* SGOceanTile(const SGBucket& b, SGMaterialLib *matlib, int latPoints,
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cl->push_back(osg::Vec4(1, 1, 1, 1));
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(grid.vl);
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geometry->setNormalArray(grid.nl);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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@ -330,6 +330,7 @@ public:
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colors->push_back(osg::Vec4(1, 1, 1, 1));
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalArray(normals);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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@ -254,6 +254,7 @@ SGLightFactory::getLightDrawable(const SGLightBin::Light& light)
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colors->push_back(toOsg(light.color));
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors);
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@ -291,6 +292,7 @@ SGLightFactory::getLightDrawable(const SGDirectionalLightBin::Light& light)
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colors->push_back(toOsg(invisibleColor));
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors);
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@ -327,7 +329,7 @@ SGLightFactory::getLights(const SGLightBin& lights, unsigned inc, float alphaOff
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}
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors);
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@ -380,7 +382,7 @@ SGLightFactory::getLights(const SGDirectionalLightBin& lights)
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}
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors);
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