Syd Adams: Replace rgb with png.
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@@ -429,24 +429,24 @@ SGCloudLayer::rebuild()
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cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
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cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
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osg::StateSet* state;
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osg::StateSet* state;
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state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
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state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
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layer_states[SG_CLOUD_OVERCAST] = state;
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layer_states[SG_CLOUD_OVERCAST] = state;
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state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb");
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state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
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layer_states2[SG_CLOUD_OVERCAST] = state;
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layer_states2[SG_CLOUD_OVERCAST] = state;
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state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
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state = SGMakeState(texture_path, "broken.png", "broken_n.png");
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layer_states[SG_CLOUD_BROKEN] = state;
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layer_states[SG_CLOUD_BROKEN] = state;
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layer_states2[SG_CLOUD_BROKEN] = state;
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layer_states2[SG_CLOUD_BROKEN] = state;
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state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
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state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
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layer_states[SG_CLOUD_SCATTERED] = state;
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layer_states[SG_CLOUD_SCATTERED] = state;
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layer_states2[SG_CLOUD_SCATTERED] = state;
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layer_states2[SG_CLOUD_SCATTERED] = state;
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state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
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state = SGMakeState(texture_path, "few.png", "few_n.png");
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layer_states[SG_CLOUD_FEW] = state;
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layer_states[SG_CLOUD_FEW] = state;
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layer_states2[SG_CLOUD_FEW] = state;
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layer_states2[SG_CLOUD_FEW] = state;
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state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
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state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
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layer_states[SG_CLOUD_CIRRUS] = state;
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layer_states[SG_CLOUD_CIRRUS] = state;
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layer_states2[SG_CLOUD_CIRRUS] = state;
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layer_states2[SG_CLOUD_CIRRUS] = state;
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@@ -77,7 +77,7 @@ SGMoon::build( SGPath path, double moon_size ) {
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osg::ref_ptr<osgDB::ReaderWriter::Options> options
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osg::ref_ptr<osgDB::ReaderWriter::Options> options
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= makeOptionsFromPath(path);
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= makeOptionsFromPath(path);
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osg::Texture2D* texture = SGLoadTexture2D("moon.rgba", options.get());
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osg::Texture2D* texture = SGLoadTexture2D("moon.png", options.get());
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stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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osg::TexEnv* texEnv = new osg::TexEnv;
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osg::TexEnv* texEnv = new osg::TexEnv;
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texEnv->setMode(osg::TexEnv::MODULATE);
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texEnv->setMode(osg::TexEnv::MODULATE);
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@@ -129,13 +129,13 @@ void SGNewCloud::loadTextures(const string &tex_path) {
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SGPath cloud_path;
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SGPath cloud_path;
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cloud_path.set(tex_path);
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cloud_path.set(tex_path);
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cloud_path.append("cl_cumulus.rgb");
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cloud_path.append("cl_cumulus.png");
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// OSGFIXME
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// OSGFIXME
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// cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D( cloud_path.str().c_str(), false, false, false );
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// cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D( cloud_path.str().c_str(), false, false, false );
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cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D;
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cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D;
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cloud_path.set(tex_path);
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cloud_path.set(tex_path);
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cloud_path.append("cl_stratus.rgb");
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cloud_path.append("cl_stratus.png");
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// OSGFIXME
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// OSGFIXME
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// cloudTextures[ CLTexture_stratus ] = new ssgTexture( cloud_path.str().c_str(), false, false, false );
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// cloudTextures[ CLTexture_stratus ] = new ssgTexture( cloud_path.str().c_str(), false, false, false );
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cloudTextures[ CLTexture_stratus ] = new osg::Texture2D;
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cloudTextures[ CLTexture_stratus ] = new osg::Texture2D;
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@@ -111,7 +111,7 @@ SGSun::build( SGPath path, double sun_size, SGPropertyNode *property_tree_Node )
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stateSet->setRenderBinDetails(-6, "RenderBin");
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stateSet->setRenderBinDetails(-6, "RenderBin");
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// set up the sun-state
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// set up the sun-state
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osg::Texture2D* texture = SGLoadTexture2D("sun.rgba", options.get());
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osg::Texture2D* texture = SGLoadTexture2D("sun.png", options.get());
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stateSet->setTextureAttributeAndModes(0, texture);
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stateSet->setTextureAttributeAndModes(0, texture);
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// Build scenegraph
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// Build scenegraph
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@@ -147,7 +147,7 @@ SGSun::build( SGPath path, double sun_size, SGPropertyNode *property_tree_Node )
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stateSet = geode->getOrCreateStateSet();
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stateSet = geode->getOrCreateStateSet();
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stateSet->setRenderBinDetails(-7, "RenderBin");
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stateSet->setRenderBinDetails(-7, "RenderBin");
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texture = SGLoadTexture2D("inner_halo.rgba", options.get());
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texture = SGLoadTexture2D("inner_halo.png", options.get());
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stateSet->setTextureAttributeAndModes(0, texture);
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stateSet->setTextureAttributeAndModes(0, texture);
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// Build ssg structure
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// Build ssg structure
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@@ -185,7 +185,7 @@ SGSun::build( SGPath path, double sun_size, SGPropertyNode *property_tree_Node )
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stateSet = geode->getOrCreateStateSet();
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stateSet = geode->getOrCreateStateSet();
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stateSet->setRenderBinDetails(-8, "RenderBin");
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stateSet->setRenderBinDetails(-8, "RenderBin");
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texture = SGLoadTexture2D("outer_halo.rgba", options.get());
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texture = SGLoadTexture2D("outer_halo.png", options.get());
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stateSet->setTextureAttributeAndModes(0, texture);
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stateSet->setTextureAttributeAndModes(0, texture);
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// Build ssg structure
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// Build ssg structure
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