From Paul Martz,"Several misc changes, but the major fixes include:
* Support for Vec4ubArray for color data * Support for material transparency Thanks to Neil Hughes, Jason Daly, yourself, and others for testing and reporting issues."
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@@ -743,7 +743,7 @@ FltExportVisitor::writeLightPoint( const osgSim::LightPointNode* lpn )
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}
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{
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osg::ref_ptr< osg::Vec3Array > v = new osg::Vec3Array( lpn->getNumLightPoints() );
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osg::ref_ptr< osg::Vec3dArray > v = new osg::Vec3dArray( lpn->getNumLightPoints() );
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osg::ref_ptr< osg::Vec4Array > c = new osg::Vec4Array( lpn->getNumLightPoints() );
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osg::ref_ptr< osg::Vec3Array > n = new osg::Vec3Array( lpn->getNumLightPoints() );
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osg::Vec3f normal( 0.f, 0.f, 1.f );
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@@ -760,7 +760,7 @@ FltExportVisitor::writeLightPoint( const osgSim::LightPointNode* lpn )
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normal = ds->getDirection();
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(*n)[ idx ] = normal;
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}
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_vertexPalette->add( v.get(), c.get(), n.get(), NULL, true, true, false );
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_vertexPalette->add( (const osg::Array*)NULL, v.get(), c.get(), n.get(), NULL, true, true, false );
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}
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writeMatrix( lpn->getUserData() );
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