Set OSG Object names on SGSky stuff
This is to help with debugging when nodes/effects dangle.
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@@ -185,6 +185,7 @@ SGSkyDome::build( double hscale, double vscale, simgear::SGReaderWriterOptions *
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// force a repaint of the sky colors with ugly defaults
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repaint(SGVec3f(1, 1, 1), SGVec3f(1, 1, 1), SGVec3f(1, 1, 1), 0.0, 5000.0 );
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dome_transform = new osg::MatrixTransform;
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dome_transform->setName("SkyDome transform");
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dome_transform->addChild(geode);
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return dome_transform.get();
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@@ -53,6 +53,7 @@ SGSky::SGSky( void ) {
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clouds_3d_density = 0.8;
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pre_root = new osg::Group;
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pre_root->setName("SGSky-pre-root");
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pre_root->setNodeMask(simgear::BACKGROUND_BIT);
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osg::StateSet* preStateSet = new osg::StateSet;
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preStateSet->setAttribute(new osg::Depth(osg::Depth::LESS, 0.0, 1.0,
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@@ -63,8 +64,11 @@ SGSky::SGSky( void ) {
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cloud_root->setName("SGSky-cloud-root");
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pre_transform = new osg::Group;
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pre_transform->setName("SGSky-pre-transform");
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_ephTransform = new osg::MatrixTransform;
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_ephTransform->setName("SGSky-eph-transform");
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// Set up a RNG that is repeatable within 10 minutes to ensure that clouds
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// are synced up in multi-process deployments.
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mt_init_time_10(&seed);
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