Use same transformation for generated ocean tiles than for regular tiles. Fix the normal orientation that broke the new water shader
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@@ -281,7 +281,7 @@ osg::Node* SGOceanTile(const SGBucket& b, SGMaterialLib *matlib)
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// Calculate center point
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// Calculate center point
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SGVec3d cartCenter = SGVec3d::fromGeod(b.get_center());
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SGVec3d cartCenter = SGVec3d::fromGeod(b.get_center());
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SGGeod geodPos = SGGeod::fromCart(cartCenter);
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SGGeod geodPos = SGGeod::fromCart(cartCenter);
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SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
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SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
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double clon = b.get_center_lon();
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double clon = b.get_center_lon();
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double clat = b.get_center_lat();
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double clat = b.get_center_lat();
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