rewrite of sky dome code

Add more points to the dome, giving it a dome shape rather than a
dunce cap shape.

Represent as OpenGL DrawElements instead of as triangle strips.

Only calculate have the sky colors and reflect those across the dome.
This commit is contained in:
timoore
2008-04-14 21:44:21 +00:00
parent 5e4c4725bc
commit c7dab4abea
4 changed files with 180 additions and 311 deletions

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@@ -20,6 +20,7 @@ include_HEADERS = \
sg_random.h \
sg_types.hxx \
vector.hxx \
Math.hxx \
SGBox.hxx \
SGCMath.hxx \
SGGeoc.hxx \

23
simgear/math/Math.hxx Normal file
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@@ -0,0 +1,23 @@
#ifndef SIMGEAR_MATH_MATH_HXX
#define SIMGEAR_MATH_MATH_HXX 1
namespace simgear
{
namespace math
{
/** Linear interpolation between two values.
*/
template<typename T>
inline T lerp(const T& x, const T& y, double alpha)
{
return x * (1.0 - alpha) + y * alpha;
}
template<typename T>
inline T lerp(const T& x, const T& y, float alpha)
{
return x * (1.0f - alpha) + y * alpha;
}
}
}
#endif

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@@ -18,9 +18,6 @@
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
@@ -38,34 +35,51 @@
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Node>
#include <osg/Math>
#include <osg/MatrixTransform>
#include <osg/Material>
#include <osg/ShadeModel>
#include <osg/PrimitiveSet>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/Math.hxx>
#include <simgear/scene/util/VectorArrayAdapter.hxx>
#include "dome.hxx"
#ifdef __MWERKS__
# pragma global_optimizer off
#endif
using namespace osg;
using namespace simgear;
// proportions of max dimensions fed to the build() routine
static const float center_elev = 1.0;
static const float upper_radius = 0.6;
static const float upper_elev = 0.15;
namespace
{
struct DomeParam
{
float radius;
float elev;
} domeParams[] = {{.5, .8660}, // 60deg from horizon
{.8660, .5}, // 30deg from horizon
// Original dome horizon vertices
{0.9701, 0.2425}, {0.9960, 0.0885},
{1.0, 0.0}, {0.9922, -0.1240}};
static const float middle_radius = 0.9;
static const float middle_elev = 0.08;
const int numRings = sizeof(domeParams) / sizeof(domeParams[0]);
const int numBands = 12;
}
static const float upper_radius = 0.9701; // (.6, 0.15)
static const float upper_elev = 0.2425;
static const float middle_radius = 0.9960; // (.9, .08)
static const float middle_elev = 0.0885;
static const float lower_radius = 1.0;
static const float lower_elev = 0.0;
static const float bottom_radius = 0.8;
static const float bottom_elev = -0.1;
static const float bottom_radius = 0.9922; // (.8, -.1)
static const float bottom_elev = -0.1240;
// Constructor
@@ -78,6 +92,53 @@ SGSkyDome::SGSkyDome( void ) {
SGSkyDome::~SGSkyDome( void ) {
}
// Generate indices for a dome mesh. Assume a center vertex at 0, then
// rings of vertices. Each ring's vertices are stored together. An
// even number of longitudinal bands are assumed.
namespace
{
// Calculate the index of a vertex in the grid by using its address in
// the array that holds its location.
struct GridIndex
{
VectorArrayAdapter<Vec3Array> gridAdapter;
Vec3Array& grid;
GridIndex(Vec3Array& array, int rowStride, int baseOffset) :
gridAdapter(array, rowStride, baseOffset), grid(array)
{
}
unsigned short operator() (int ring, int band)
{
return (unsigned short)(&gridAdapter(ring, band) - &grid[0]);
}
};
}
void SGSkyDome::makeDome(int rings, int bands, DrawElementsUShort& elements)
{
std::back_insert_iterator<DrawElementsUShort> pusher
= std::back_inserter(elements);
GridIndex grid(*dome_vl, numBands, 1);
for (int i = 0; i < bands; i += 2) {
*pusher = 0; *pusher = grid(0, i); *pusher = grid(0, i + 1);
// down a band
for (int j = 0; j < rings - 1; ++j) {
*pusher = grid(j, i); *pusher = grid(j, i + 1);
*pusher = grid(j + 1, i + 1);
*pusher = grid(j, i); *pusher = grid(j + 1, i + 1);
*pusher = grid(j + 1, i);
}
// and up the next one
for (int j = rings - 1; j > 0; --j) {
*pusher = grid(j, i + 1); *pusher = grid(j - 1, i + 1);
*pusher = grid(j, (i + 2) % bands);
*pusher = grid(j, (i + 2) % bands); *pusher = grid(j - 1, i + 1);
*pusher = grid(j - 1, (i + 2) % bands);
}
*pusher = grid(0, i + 1); *pusher = 0;
*pusher = grid(0, (i + 2) % bands);
}
}
// initialize the sky object and connect it into our scene graph
osg::Node*
@@ -99,137 +160,40 @@ SGSkyDome::build( double hscale, double vscale ) {
stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
osg::Material* material = new osg::Material;
// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
// material->setEmission(osg::Material::FRONT_AND_BACK,
// osg::Vec4(0, 0, 0, 1));
// material->setSpecular(osg::Material::FRONT_AND_BACK,
// osg::Vec4(0, 0, 0, 1));
// material->setShininess(osg::Material::FRONT_AND_BACK, 0);
stateSet->setAttribute(material);
// initialize arrays
// initially seed to all blue
center_disk_vl = new osg::Vec3Array;
center_disk_cl = new osg::Vec3Array;
center_disk_cl->assign(14, osg::Vec3(0, 0, 1));
upper_ring_vl = new osg::Vec3Array;
upper_ring_cl = new osg::Vec3Array;
upper_ring_cl->assign(26, osg::Vec3(0, 0, 1));
middle_ring_vl = new osg::Vec3Array;
middle_ring_cl = new osg::Vec3Array;
middle_ring_cl->assign(26, osg::Vec3(0, 0, 1));
lower_ring_vl = new osg::Vec3Array;
lower_ring_cl = new osg::Vec3Array;
lower_ring_cl->assign(26, osg::Vec3(0, 0, 1));
dome_vl = new osg::Vec3Array(1 + numRings * numBands);
dome_cl = new osg::Vec3Array(1 + numRings * numBands);
// generate the raw vertex data
osg::Vec3 center_vertex(0.0, 0.0, center_elev*vscale);
osg::Vec3 upper_vertex[12];
osg::Vec3 middle_vertex[12];
osg::Vec3 lower_vertex[12];
osg::Vec3 bottom_vertex[12];
for ( int i = 0; i < 12; ++i ) {
(*dome_vl)[0].set(0.0, 0.0, center_elev * vscale);
simgear::VectorArrayAdapter<Vec3Array> vertices(*dome_vl, numBands, 1);
for ( int i = 0; i < numBands; ++i ) {
double theta = (i * 30) * SGD_DEGREES_TO_RADIANS;
double sTheta = hscale*sin(theta);
double cTheta = hscale*cos(theta);
upper_vertex[i] = osg::Vec3(cTheta * upper_radius,
sTheta * upper_radius,
upper_elev * vscale);
middle_vertex[i] = osg::Vec3(cTheta * middle_radius,
sTheta * middle_radius,
middle_elev * vscale);
lower_vertex[i] = osg::Vec3(cTheta * lower_radius,
sTheta * lower_radius,
lower_elev * vscale);
bottom_vertex[i] = osg::Vec3(cTheta * bottom_radius,
sTheta * bottom_radius,
bottom_elev * vscale);
for (int j = 0; j < numRings; ++j) {
vertices(j, i).set(cTheta * domeParams[j].radius,
sTheta * domeParams[j].radius,
domeParams[j].elev * vscale);
}
}
// generate the center disk vertex/color arrays
center_disk_vl->push_back(center_vertex);
for ( int i = 11; i >= 0; --i )
center_disk_vl->push_back(upper_vertex[i]);
center_disk_vl->push_back(upper_vertex[11]);
// generate the upper ring
for ( int i = 0; i < 12; ++i ) {
upper_ring_vl->push_back( middle_vertex[i] );
upper_ring_vl->push_back( upper_vertex[i] );
}
upper_ring_vl->push_back( middle_vertex[0] );
upper_ring_vl->push_back( upper_vertex[0] );
// generate middle ring
for ( int i = 0; i < 12; i++ ) {
middle_ring_vl->push_back( lower_vertex[i] );
middle_ring_vl->push_back( middle_vertex[i] );
}
middle_ring_vl->push_back( lower_vertex[0] );
middle_ring_vl->push_back( middle_vertex[0] );
// generate lower ring
for ( int i = 0; i < 12; i++ ) {
lower_ring_vl->push_back( bottom_vertex[i] );
lower_ring_vl->push_back( lower_vertex[i] );
}
lower_ring_vl->push_back( bottom_vertex[0] );
lower_ring_vl->push_back( lower_vertex[0] );
DrawElementsUShort* domeElements
= new osg::DrawElementsUShort(GL_TRIANGLES);
makeDome(numRings, numBands, *domeElements);
osg::Geometry* geom = new Geometry;
geom->setName("Dome Elements");
geom->setUseDisplayList(false);
geom->setVertexArray(dome_vl.get());
geom->setColorArray(dome_cl.get());
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geom->setNormalBinding(osg::Geometry::BIND_OFF);
geom->addPrimitiveSet(domeElements);
geode->addDrawable(geom);
// force a repaint of the sky colors with ugly defaults
repaint(SGVec3f(1, 1, 1), SGVec3f(1, 1, 1), 0.0, 5000.0 );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
osg::Geometry* geometry = new osg::Geometry;
geometry->setName("Dome Center");
geometry->setUseDisplayList(false);
geometry->setVertexArray(center_disk_vl.get());
geometry->setColorArray(center_disk_cl.get());
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setNormalBinding(osg::Geometry::BIND_OFF);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_FAN, 0, 14));
geode->addDrawable(geometry);
geometry = new osg::Geometry;
geometry->setName("Dome Upper Ring");
geometry->setUseDisplayList(false);
geometry->setVertexArray(upper_ring_vl.get());
geometry->setColorArray(upper_ring_cl.get());
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setNormalBinding(osg::Geometry::BIND_OFF);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 26));
geode->addDrawable(geometry);
geometry = new osg::Geometry;
geometry->setName("Dome Middle Ring");
geometry->setUseDisplayList(false);
geometry->setVertexArray(middle_ring_vl.get());
geometry->setColorArray(middle_ring_cl.get());
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setNormalBinding(osg::Geometry::BIND_OFF);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 26));
geode->addDrawable(geometry);
geometry = new osg::Geometry;
geometry->setName("Dome Lower Ring");
geometry->setUseDisplayList(false);
geometry->setVertexArray(lower_ring_vl.get());
geometry->setColorArray(lower_ring_cl.get());
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setNormalBinding(osg::Geometry::BIND_OFF);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 26));
geode->addDrawable(geometry);
dome_transform = new osg::MatrixTransform;
dome_transform->addChild(geode);
@@ -238,13 +202,16 @@ SGSkyDome::build( double hscale, double vscale ) {
static void fade_to_black(osg::Vec3 sky_color[], float asl, int count) {
const float ref_asl = 10000.0f;
float d = exp( - asl / ref_asl );
for(int i = 0; i < count ; i++) {
float f = 1 - d;
sky_color[i][0] = sky_color[i][0] - f * sky_color[i][0] ;
sky_color[i][1] = sky_color[i][1] - f * sky_color[i][1] ;
sky_color[i][2] = sky_color[i][2] - f * sky_color[i][2] ;
}
const float d = exp( - asl / ref_asl );
for(int i = 0; i < count ; i++)
sky_color[i] *= d;
}
inline void clampColor(osg::Vec3& color)
{
color.x() = osg::clampTo(color.x(), 0.0f, 1.0f);
color.y() = osg::clampTo(color.y(), 0.0f, 1.0f);
color.z() = osg::clampTo(color.z(), 0.0f, 1.0f);
}
// repaint the sky colors based on current value of sun_angle, sky,
@@ -261,23 +228,18 @@ SGSkyDome::repaint( const SGVec3f& sky_color, const SGVec3f& fog_color,
SGVec3f middle_param, middle_diff;
// Check for sunrise/sunset condition
if (sun_angle > 80)
{
if (sun_angle > 80) {
// 0.0 - 0.4
outer_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 20.0;
outer_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
outer_param[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
middle_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
middle_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 80.0;
middle_param[2] = 0.0;
double sunAngleFactor = 10.0 - fabs(90.0 - sun_angle);
static const SGVec3f outerConstant(1.0 / 20.0, 1.0 / 40.0, -1.0 / 30.0);
static const SGVec3f middleConstant(1.0 / 40.0, 1.0 / 80.0, 0.0);
outer_param = sunAngleFactor * outerConstant;
middle_param = sunAngleFactor * middleConstant;
outer_diff = (1.0 / 6.0) * outer_param;
middle_diff = (1.0 / 6.0) * middle_param;
} else {
outer_param = SGVec3f(0, 0, 0);
middle_param = SGVec3f(0, 0, 0);
outer_diff = SGVec3f(0, 0, 0);
middle_diff = SGVec3f(0, 0, 0);
}
@@ -292,156 +254,49 @@ SGSkyDome::repaint( const SGVec3f& sky_color, const SGVec3f& fog_color,
// First, recalulate the basic colors
//
osg::Vec3 center_color;
osg::Vec3 upper_color[12];
osg::Vec3 middle_color[12];
osg::Vec3 lower_color[12];
osg::Vec3 bottom_color[12];
double vis_factor, cvf = vis;
if (cvf > 45000)
cvf = 45000;
vis_factor = (vis - 1000.0) / 2000.0;
if ( vis_factor < 0.0 ) {
vis_factor = 0.0;
} else if ( vis_factor > 1.0) {
vis_factor = 1.0;
}
center_color = sky_color.osg();
for ( int i = 0; i < 6; i++ ) {
for ( int j = 0; j < 3; j++ ) {
double saif = sun_angle/SG_PI;
double diff = (sky_color[j] - fog_color[j])
* (0.8 + j * 0.2) * (0.8 + saif - ((6-i)/10));
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
// l->sky_color[j], l->fog_color[j], diff);
upper_color[i][j] = sky_color[j] - diff *
( 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000) );
middle_color[i][j] = sky_color[j] - diff *
( 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000) ) + middle_amt[j];
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
}
// Magic factors for coloring the sky according visibility and
// zenith angle.
const double cvf = osg::clampBelow(vis, 45000.0);
const double vis_factor = osg::clampTo((vis - 1000.0) / 2000.0, 0.0, 1.0);
const float upperVisFactor = 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000);
const float middleVisFactor = 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000);
(*dome_cl)[0] = sky_color.osg();
simgear::VectorArrayAdapter<Vec3Array> colors(*dome_cl, numBands, 1);
const double saif = sun_angle/SG_PI;
static const SGVec3f blueShift(0.8, 1.0, 1.2);
const SGVec3f skyFogDelta = sky_color - fog_color;
// For now the colors of the upper two rings are linearly
// interpolated between the zenith color and the first horizon
// ring color.
for (int i = 0; i < 7; i++) {
SGVec3f diff = mult(skyFogDelta, blueShift);
diff *= (0.8 + saif - ((6-i)/10));
colors(2, i) = (sky_color - upperVisFactor * diff).osg();
colors(3, i) = (sky_color - middleVisFactor * diff + middle_amt).osg();
colors(4, i) = (fog_color + outer_amt).osg();
// Interpolate using distance along dome segment
colors(0, i) = simgear::math::lerp(sky_color.osg(), colors(2, i), .3942);
colors(1, i) = simgear::math::lerp(sky_color.osg(), colors(2, i), .7885);
for (int j = 0; j < numRings - 1; ++j)
clampColor(colors(j, i));
outer_amt -= outer_diff;
middle_amt -= middle_diff;
/*
printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
upper_color[i][1], upper_color[i][2], upper_color[i][3]);
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
middle_color[i][0], middle_color[i][1], middle_color[i][2],
middle_color[i][3]);
printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
lower_color[i][0], lower_color[i][1], lower_color[i][2],
lower_color[i][3]);
*/
}
outer_amt = SGVec3f(0, 0, 0);
middle_amt = SGVec3f(0, 0, 0);
for (int i = 7; i < 12; ++i)
for (int j = 0; j < 5; ++j)
colors(j, i) = colors(j, 12 - i);
for ( int i = 6; i < 12; i++ ) {
for ( int j = 0; j < 3; j++ ) {
double saif = sun_angle/SGD_PI;
double diff = (sky_color[j] - fog_color[j])
* (0.8 + j * 0.2) * (0.8 + saif - ((-i+12)/10));
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
// sky_color[j], fog_color[j], diff);
upper_color[i][j] = sky_color[j] - diff *
( 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000) );
middle_color[i][j] = sky_color[j] - diff *
( 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000) ) + middle_amt[j];
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
}
outer_amt += outer_diff;
middle_amt += middle_diff;
/*
printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
upper_color[i][1], upper_color[i][2], upper_color[i][3]);
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
middle_color[i][0], middle_color[i][1], middle_color[i][2],
middle_color[i][3]);
printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
lower_color[i][0], lower_color[i][1], lower_color[i][2],
lower_color[i][3]);
*/
}
fade_to_black( &center_color, asl * center_elev, 1);
fade_to_black( upper_color, (asl+0.05f) * upper_elev, 12);
fade_to_black( middle_color, (asl+0.05f) * middle_elev, 12);
fade_to_black( lower_color, (asl+0.05f) * lower_elev, 12);
for ( int i = 0; i < 12; i++ )
bottom_color[i] = fog_color.osg();
//
// Second, assign the basic colors to the object color arrays
//
// update the center disk color arrays
int counter = 0;
(*center_disk_cl)[counter++] = center_color;
for ( int i = 11; i >= 0; i-- ) {
(*center_disk_cl)[counter++] = upper_color[i];
}
(*center_disk_cl)[counter++] = upper_color[11];
center_disk_cl->dirty();
// generate the upper ring
counter = 0;
for ( int i = 0; i < 12; i++ ) {
(*upper_ring_cl)[counter++] = middle_color[i];
(*upper_ring_cl)[counter++] = upper_color[i];
}
(*upper_ring_cl)[counter++] = middle_color[0];
(*upper_ring_cl)[counter++] = upper_color[0];
upper_ring_cl->dirty();
// generate middle ring
counter = 0;
for ( int i = 0; i < 12; i++ ) {
(*middle_ring_cl)[counter++] = lower_color[i];
(*middle_ring_cl)[counter++] = middle_color[i];
}
(*middle_ring_cl)[counter++] = lower_color[0];
(*middle_ring_cl)[counter++] = middle_color[0];
middle_ring_cl->dirty();
// generate lower ring
counter = 0;
for ( int i = 0; i < 12; i++ ) {
(*lower_ring_cl)[counter++] = bottom_color[i];
(*lower_ring_cl)[counter++] = lower_color[i];
}
(*lower_ring_cl)[counter++] = bottom_color[0];
(*lower_ring_cl)[counter++] = lower_color[0];
lower_ring_cl->dirty();
fade_to_black(&(*dome_cl)[0], asl * center_elev, 1);
for (int i = 0; i < numRings - 1; ++i)
fade_to_black(&colors(i, 0), (asl+0.05f) * domeParams[i].elev,
numBands);
for ( int i = 0; i < numBands; i++ )
colors(numRings - 1, i) = fog_color.osg();
dome_cl->dirty();
return true;
}

View File

@@ -18,9 +18,6 @@
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef _SKYDOME_HXX
#define _SKYDOME_HXX
@@ -37,23 +34,14 @@
#include <simgear/structure/SGReferenced.hxx>
#include <simgear/math/SGMath.hxx>
class osg::DrawElementsUShort;
class SGSkyDome : public SGReferenced {
osg::ref_ptr<osg::MatrixTransform> dome_transform;
osg::ref_ptr<osg::Vec3Array> center_disk_vl;
osg::ref_ptr<osg::Vec3Array> center_disk_cl;
osg::ref_ptr<osg::Vec3Array> upper_ring_vl;
osg::ref_ptr<osg::Vec3Array> upper_ring_cl;
osg::ref_ptr<osg::Vec3Array> middle_ring_vl;
osg::ref_ptr<osg::Vec3Array> middle_ring_cl;
osg::ref_ptr<osg::Vec3Array> lower_ring_vl;
osg::ref_ptr<osg::Vec3Array> lower_ring_cl;
double asl;
osg::ref_ptr<osg::Vec3Array> dome_vl;
osg::ref_ptr<osg::Vec3Array> dome_cl;
public:
// Constructor
@@ -83,6 +71,8 @@ public:
// sunrise/set effects
bool reposition( const SGVec3f& p, double asl,
double lon, double lat, double spin );
private:
void makeDome(int rings, int bands, osg::DrawElementsUShort& elements);
};