Don't render ocean tiles in the light pass
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@@ -43,6 +43,7 @@
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/util/VectorArrayAdapter.hxx>
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#include <simgear/scene/util/VectorArrayAdapter.hxx>
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#include <simgear/scene/util/SGNodeMasks.hxx>
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using namespace simgear;
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using namespace simgear;
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// Ocean tile with curvature and apron to hide cracks. The cracks are
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// Ocean tile with curvature and apron to hide cracks. The cracks are
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@@ -336,6 +337,7 @@ osg::Node* SGOceanTile(const SGBucket& b, SGMaterialLib *matlib, int latPoints,
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transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
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transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
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osg::Matrix::translate(toOsg(cartCenter)));
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osg::Matrix::translate(toOsg(cartCenter)));
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transform->addChild(geode);
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transform->addChild(geode);
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transform->setNodeMask( ~simgear::MODELLIGHT_BIT );
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return transform;
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return transform;
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}
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}
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