Fixed texture optimization problem associated with mixing already compiled scene graphs - resulting

in incorrect texture assignment.  Solution was to a compareTextureObjects() test to the Texture*::compare(..) method that
the osgUtil::Optimizer::StateSetVisitor uses to determine uniqueness.
This commit is contained in:
Robert Osfield
2006-08-14 19:42:22 +00:00
parent fb27b27e5e
commit be60b32add
7 changed files with 73 additions and 0 deletions

View File

@@ -417,6 +417,17 @@ int Texture::compareTexture(const Texture& rhs) const
return 0;
}
int Texture::compareTextureObjects(const Texture& rhs) const
{
if (_textureObjectBuffer.size()<rhs._textureObjectBuffer.size()) return -1;
if (rhs._textureObjectBuffer.size()<_textureObjectBuffer.size()) return 1;
for(unsigned int i=0; i<_textureObjectBuffer.size(); ++i)
{
if (_textureObjectBuffer[i] < rhs._textureObjectBuffer[i]) return -1;
else if (rhs._textureObjectBuffer[i] < _textureObjectBuffer[i]) return 1;
}
return 0;
}
void Texture::setWrap(WrapParameter which, WrapMode wrap)
{