Renamed the osg::EarthSky to osg::ClearNode to make it more obvious what
role it has play and make it more relevant to non vis-sim applications.
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@@ -2,7 +2,7 @@
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#include <osg/Notify>
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#include <osg/Depth>
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#include <osg/StateSet>
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#include <osg/EarthSky>
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#include <osg/ClearNode>
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#include <osg/Transform>
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#include <osgUtil/CullVisitor>
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@@ -86,8 +86,8 @@ int main( int argc, char **argv )
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// osg::Depth, and setting their bin numbers to less than 0,
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// to force them to draw before the rest of the scene.
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osg::EarthSky* earthSky = osgNew osg::EarthSky;
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earthSky->setRequiresClear(false); // we've got base and sky to do it.
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osg::ClearNode* clearNode = osgNew osg::ClearNode;
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clearNode->setRequiresClear(false); // we've got base and sky to do it.
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// use a transform to make the sky and base around with the eye point.
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osg::Transform* transform = osgNew osg::Transform;
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@@ -108,10 +108,10 @@ int main( int argc, char **argv )
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transform->addChild(makeBase()); // bin number -1 so draw second.
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// add the transform to the earth sky.
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earthSky->addChild(transform);
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clearNode->addChild(transform);
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// add to earth sky to the scene.
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group->addChild(earthSky);
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group->addChild(clearNode);
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// the rest of the scene drawn after the base and sky above.
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group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
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