Renamed Byte2,3,4 and Short2,3,4 and UByte4 to use the Vec*b, Vec*s and Vec4ub form
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@@ -124,7 +124,7 @@ osg::Node* createTile(const std::string& filename, bool leftHemisphere, double x
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osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
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osg::Vec3Array& n = *(new osg::Vec3Array(numColumns*numRows));
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osg::Vec2Array& t = *(new osg::Vec2Array(numColumns*numRows));
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osg::UByte4Array& color = *(new osg::UByte4Array(1));
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
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color[0].set(255,255,255,255);
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@@ -43,7 +43,7 @@ public:
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_height(1.0f),
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_type(0) {}
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Tree(const osg::Vec3& position, const osg::UByte4& color, float width, float height, unsigned int type):
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Tree(const osg::Vec3& position, const osg::Vec4ub& color, float width, float height, unsigned int type):
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_position(position),
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_color(color),
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_width(width),
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@@ -51,7 +51,7 @@ public:
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_type(type) {}
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osg::Vec3 _position;
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osg::UByte4 _color;
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osg::Vec4ub _color;
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float _width;
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float _height;
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unsigned int _type;
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@@ -98,9 +98,9 @@ public:
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void createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees);
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osg::Geometry* createSprite( float w, float h, osg::UByte4 color );
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osg::Geometry* createSprite( float w, float h, osg::Vec4ub color );
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osg::Geometry* createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::UByte4 color );
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osg::Geometry* createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color );
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osg::Geometry* createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h );
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osg::Node* createBillboardGraph(Cell* cell,osg::StateSet* stateset);
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@@ -409,7 +409,7 @@ osg::Geode* ForestTechniqueManager::createTerrain(const osg::Vec3& origin, const
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osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
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osg::Vec2Array& t = *(new osg::Vec2Array(numColumns*numRows));
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osg::UByte4Array& color = *(new osg::UByte4Array(1));
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
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color[0].set(255,255,255,255);
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@@ -511,12 +511,12 @@ void ForestTechniqueManager::createTreeList(osg::Node* terrain,const osg::Vec3&
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}
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}
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osg::Geometry* ForestTechniqueManager::createSprite( float w, float h, osg::UByte4 color )
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osg::Geometry* ForestTechniqueManager::createSprite( float w, float h, osg::Vec4ub color )
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{
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// set up the coords
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osg::Vec3Array& v = *(new osg::Vec3Array(4));
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osg::Vec2Array& t = *(new osg::Vec2Array(4));
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osg::UByte4Array& c = *(new osg::UByte4Array(1));
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osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1));
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v[0].set(-w*0.5f,0.0f,0.0f);
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v[1].set( w*0.5f,0.0f,0.0f);
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@@ -544,12 +544,12 @@ osg::Geometry* ForestTechniqueManager::createSprite( float w, float h, osg::UByt
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return geom;
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}
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osg::Geometry* ForestTechniqueManager::createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::UByte4 color )
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osg::Geometry* ForestTechniqueManager::createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color )
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{
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// set up the coords
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osg::Vec3Array& v = *(new osg::Vec3Array(8));
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osg::Vec2Array& t = *(new osg::Vec2Array(8));
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osg::UByte4Array& c = *(new osg::UByte4Array(1));
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osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1));
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float rotation = random(0.0f,osg::PI/2.0f);
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float sw = sinf(rotation)*w*0.5f;
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@@ -680,7 +680,7 @@ osg::Node* ForestTechniqueManager::createTransformGraph(Cell* cell,osg::StateSet
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{
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transform_group = new osg::Group;
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osg::Geometry* geometry = createOrthogonalQuads(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f,osg::UByte4(255,255,255,255));
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osg::Geometry* geometry = createOrthogonalQuads(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f,osg::Vec4ub(255,255,255,255));
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for(TreeList::iterator itr=cell->_trees.begin();
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itr!=cell->_trees.end();
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