Added s/getOverlayBaseHeight methods
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@@ -71,6 +71,15 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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/** Get whether the OverlayNode should update the overlay texture on every frame.*/
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bool getContinuousUpdate() const { return _continuousUpdate; }
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/** Set the base height that the overlay subgraph will be projected down to.
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* Normally you'll set this to just below ground level, if you set it too high
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* then the overlay texture can end up being clipped in certain viewing directions,
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* while if its too low then there will be a limit to how close you can get to the
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* terrain before pixaltion becomes an issue.*/
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void setOverlayBaseHeight(double baseHeight) { _overlayBaseHeight = baseHeight; }
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/** Get the base height that the overlay subgraph will be projected down to.*/
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double getOverlayBaseHeight() const { return _overlayBaseHeight; }
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/** Set the clear color to use when rendering the overlay subgraph.*/
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void setOverlayClearColor(const osg::Vec4& color) { _overlayClearColor = _overlayClearColor; }
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@@ -140,6 +149,7 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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osg::Vec4 _overlayClearColor;
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bool _continuousUpdate;
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double _overlayBaseHeight;
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bool _updateCamera;
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private:
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