Use surface-lights effect for random tile lights.
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@@ -1045,7 +1045,11 @@ public:
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osg::Group* groundLights0 = new osg::Group;
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groundLights0->setStateSet(lightManager->getGroundLightStateSet());
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groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
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osg::Geode* geode = new osg::Geode;
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EffectGeode* geode = new EffectGeode;
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Effect* lightEffect = getLightEffect(24, osg::Vec3(1, 0.001, 0.00001), 1, 8, false, _options);
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geode->setEffect(lightEffect);
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geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->tileLights));
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geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->randomTileLights, 4, -0.3f));
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groundLights0->addChild(geode);
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@@ -1059,11 +1063,14 @@ public:
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osg::Group* groundLights2 = new osg::Group;
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groundLights2->setStateSet(lightManager->getGroundLightStateSet());
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groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
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osg::Geode* geode = new osg::Geode;
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EffectGeode* geode = new EffectGeode;
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Effect* lightEffect = getLightEffect(24, osg::Vec3(1, 0.001, 0.00001), 1, 8, false, _options);
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geode->setEffect(lightEffect);
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geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->randomTileLights, 2, -0.15f));
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groundLights1->addChild(geode);
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lightGroup->addChild(groundLights1);
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geode = new osg::Geode;
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geode = new EffectGeode;
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geode->setEffect(lightEffect);
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geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->randomTileLights));
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groundLights2->addChild(geode);
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lightGroup->addChild(groundLights2);
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