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.
This commit is contained in:
Robert Osfield
2002-08-19 11:42:37 +00:00
parent c72953d94b
commit b23a48a763
15 changed files with 71 additions and 96 deletions

View File

@@ -371,7 +371,7 @@ void SceneView::cullStage(osg::Matrix* projection,osg::Matrix* modelview,osgUtil
cullVisitor->setLODBias(_LODBias);
cullVisitor->setSmallFeatureCullingPixelSize(_smallFeatureCullingPixelSize);
cullVisitor->setEarthSky(NULL); // reset earth sky on each frame.
cullVisitor->setClearNode(NULL); // reset earth sky on each frame.
cullVisitor->setRenderGraph(rendergraph);
cullVisitor->setRenderStage(renderStage);
@@ -424,12 +424,12 @@ void SceneView::cullStage(osg::Matrix* projection,osg::Matrix* modelview,osgUtil
if (_globalState.valid()) cullVisitor->popStateSet();
const osg::EarthSky* earthSky = cullVisitor->getEarthSky();
if (earthSky)
const osg::ClearNode* clearNode = cullVisitor->getClearNode();
if (clearNode)
{
if (earthSky->getRequiresClear())
if (clearNode->getRequiresClear())
{
renderStage->setClearColor(earthSky->getClearColor());
renderStage->setClearColor(clearNode->getClearColor());
renderStage->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// really should set clear mask here, but what to? Need
// to consider the stencil and accumulation buffers..