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