+ update_weather();
+
+
+ osg::DrawArrays *quadPSet
+ = static_cast<osg::DrawArrays*>(_geom->getPrimitiveSet(0));
+ quadPSet->set(osg::PrimitiveSet::QUADS, 0, _vertices->size());
+ quadPSet->dirty();
+
+ // erase what is out of sight of antenna
+ /*
+ |\ /|
+ | \ / |
+ | \ / |
+ ---------
+ | |
+ | |
+ ---------
+ */
+
+ osg::DrawArrays *maskPSet
+ = static_cast<osg::DrawArrays*>(_geom->getPrimitiveSet(1));
+ osg::DrawArrays *trimaskPSet
+ = static_cast<osg::DrawArrays*>(_geom->getPrimitiveSet(2));
+
+ if (_display_mode == ARC) {
+ float xOffset = 256.0f;
+ float yOffset = 200.0f;
+
+ int firstQuadVert = _vertices->size();
+ _texCoords->push_back(osg::Vec2f(0.5f, 0.25f));
+ _vertices->push_back(osg::Vec2f(-xOffset, 0.0 + yOffset));
+ _texCoords->push_back(osg::Vec2f(1.0f, 0.25f));
+ _vertices->push_back(osg::Vec2f(xOffset, 0.0 + yOffset));
+ _texCoords->push_back(osg::Vec2f(1.0f, 0.5f));
+ _vertices->push_back(osg::Vec2f(xOffset, 256.0 + yOffset));
+ _texCoords->push_back(osg::Vec2f(0.5f, 0.5f));
+ _vertices->push_back(osg::Vec2f(-xOffset, 256.0 + yOffset));
+ maskPSet->set(osg::PrimitiveSet::QUADS, firstQuadVert, 4);
+
+ // The triangles aren't supposed to be textured, but there's
+ // no need to set up a different Geometry, switch modes,
+ // etc. I happen to know that there's a white pixel in the
+ // texture at 1.0, 0.0 :)
+ float centerY = tan(30 * SG_DEGREES_TO_RADIANS);
+ _vertices->push_back(osg::Vec2f(0.0, 0.0));
+ _vertices->push_back(osg::Vec2f(-256.0, 0.0));
+ _vertices->push_back(osg::Vec2f(-256.0, 256.0 * centerY));
+
+ _vertices->push_back(osg::Vec2f(0.0, 0.0));
+ _vertices->push_back(osg::Vec2f(256.0, 0.0));
+ _vertices->push_back(osg::Vec2f(256.0, 256.0 * centerY));
+
+ _vertices->push_back(osg::Vec2f(-256, 0.0));
+ _vertices->push_back(osg::Vec2f(256.0, 0.0));
+ _vertices->push_back(osg::Vec2f(-256.0, -256.0));
+
+ _vertices->push_back(osg::Vec2f(256, 0.0));
+ _vertices->push_back(osg::Vec2f(256.0, -256.0));
+ _vertices->push_back(osg::Vec2f(-256.0, -256.0));
+
+ const osg::Vec2f whiteSpot(1.0f, 0.0f);
+ for (int i = 0; i < 3 * 4; i++)
+ _texCoords->push_back(whiteSpot);
+
+ trimaskPSet->set(osg::PrimitiveSet::TRIANGLES, firstQuadVert + 4, 3 * 4);
+
+ } else {
+ maskPSet->set(osg::PrimitiveSet::QUADS, 0, 0);
+ trimaskPSet->set(osg::PrimitiveSet::TRIANGLES, 0, 0);
+ }
+
+ maskPSet->dirty();
+ trimaskPSet->dirty();
+
+ // draw without mask
+ _vertices->clear();
+ _texCoords->clear();
+
+ update_aircraft();
+ update_tacan();
+ update_heading_marker();
+
+ quadPSet->set(osg::PrimitiveSet::QUADS, 0, _vertices->size());
+ quadPSet->dirty();