Added corner dirty options to TerrainTechnique, added experimental code paths in GeometryTechnique for accounting for neighbouring corner tiles - optionally compiled out in this check-in.
Changed the normal computation in GeometryTechnique so that it doesn't include diagonals, thus avoid normal jumps at corners.
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@@ -179,8 +179,13 @@ class OSGTERRAIN_EXPORT TerrainTile : public osg::Group
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LEFT_EDGE_DIRTY = 1<<2,
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RIGHT_EDGE_DIRTY = 1<<3,
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TOP_EDGE_DIRTY = 1<<4,
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BOTTOM_EDGE_DIRTY = 1<<5,
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EDGES_DIRTY = LEFT_EDGE_DIRTY | RIGHT_EDGE_DIRTY | TOP_EDGE_DIRTY | BOTTOM_EDGE_DIRTY,
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TOP_LEFT_CORNER_DIRTY = 1<<5,
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TOP_RIGHT_CORNER_DIRTY = 1<<6,
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BOTTOM_EDGE_DIRTY = 1<<7,
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BOTTOM_LEFT_CORNER_DIRTY = 1<<8,
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BOTTOM_RIGHT_CORNER_DIRTY = 1<<9,
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EDGES_DIRTY = LEFT_EDGE_DIRTY | RIGHT_EDGE_DIRTY | TOP_EDGE_DIRTY | BOTTOM_EDGE_DIRTY |
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TOP_LEFT_CORNER_DIRTY | TOP_RIGHT_CORNER_DIRTY | BOTTOM_LEFT_CORNER_DIRTY | BOTTOM_RIGHT_CORNER_DIRTY,
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ALL_DIRTY = IMAGERY_DIRTY | ELEVATION_DIRTY | EDGES_DIRTY
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};
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