//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#include <simgear/compiler.h>
+#include <string.h>
#include <map>
SG_USING_STD(map);
-#include <simgear/compiler.h>
+#include <plib/ul.h>
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
+#include <osg/CullFace>
+#include <osg/Material>
+#include <osg/ShadeModel>
+#include <osg/TexEnv>
+#include <osg/Texture2D>
+#include <osgDB/ReadFile>
+
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
-#include <simgear/scene/model/loader.hxx>
-
-#include "mat.hxx"
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Local static functions.
-////////////////////////////////////////////////////////////////////////
-
-/**
- * Internal method to test whether a file exists.
- *
- * TODO: this should be moved to a SimGear library of local file
- * functions.
- */
-static inline bool
-local_file_exists( const string& path ) {
- sg_gzifstream in( path );
- if ( ! in.is_open() ) {
- return false;
- } else {
- return true;
- }
-}
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of SGMaterial::Object.
-////////////////////////////////////////////////////////////////////////
-
-SGMaterial::Object::Object (const SGPropertyNode * node, double range_m)
- : _models_loaded(false),
- _coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
- _range_m(range_m)
-{
- // Sanity check
- if (_coverage_m2 < 1000) {
- SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
- << " is too small, forcing, to 1000");
- _coverage_m2 = 1000;
- }
- // Note all the model paths
- vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
- for (unsigned int i = 0; i < path_nodes.size(); i++)
- _paths.push_back(path_nodes[i]->getStringValue());
-
- // Note the heading type
- string hdg = node->getStringValue("heading-type", "fixed");
- if (hdg == "fixed") {
- _heading_type = HEADING_FIXED;
- } else if (hdg == "billboard") {
- _heading_type = HEADING_BILLBOARD;
- } else if (hdg == "random") {
- _heading_type = HEADING_RANDOM;
- } else {
- _heading_type = HEADING_FIXED;
- SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
- << "; using 'fixed' instead.");
- }
-
- // uncomment to preload models
- // load_models();
-}
-
-SGMaterial::Object::~Object ()
-{
- for (unsigned int i = 0; i < _models.size(); i++) {
- if (_models[i] != 0) {
- _models[i]->deRef();
- _models[i] = 0;
- }
- }
-}
-
-int
-SGMaterial::Object::get_model_count( SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec )
-{
- load_models( loader, fg_root, prop_root, sim_time_sec );
- return _models.size();
-}
-
-inline void
-SGMaterial::Object::load_models ( SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec )
-{
- // Load model only on demand
- if (!_models_loaded) {
- for (unsigned int i = 0; i < _paths.size(); i++) {
- ssgEntity *entity = loader->load_model( fg_root, _paths[i],
- prop_root, sim_time_sec );
- if (entity != 0) {
- // FIXME: this stuff can be handled
- // in the XML wrapper as well (at least,
- // the billboarding should be handled
- // there).
- float ranges[] = {0, _range_m};
- ssgRangeSelector * lod = new ssgRangeSelector;
- lod->ref();
- lod->setRanges(ranges, 2);
- if (_heading_type == HEADING_BILLBOARD) {
- ssgCutout * cutout = new ssgCutout(false);
- cutout->addKid(entity);
- lod->addKid(cutout);
- } else {
- lod->addKid(entity);
- }
- _models.push_back(lod);
- } else {
- SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
- }
- }
- }
- _models_loaded = true;
-}
-
-ssgEntity *
-SGMaterial::Object::get_model( int index,
- SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec )
-{
- load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
- return _models[index];
-}
-
-ssgEntity *
-SGMaterial::Object::get_random_model( SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec )
-{
- load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
- int nModels = _models.size();
- int index = int(sg_random() * nModels);
- if (index >= nModels)
- index = 0;
- return _models[index];
-}
-
-double
-SGMaterial::Object::get_coverage_m2 () const
-{
- return _coverage_m2;
-}
-
-SGMaterial::Object::HeadingType
-SGMaterial::Object::get_heading_type () const
-{
- return _heading_type;
-}
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of SGMaterial::ObjectGroup.
-////////////////////////////////////////////////////////////////////////
-
-SGMaterial::ObjectGroup::ObjectGroup (SGPropertyNode * node)
- : _range_m(node->getDoubleValue("range-m", 2000))
-{
- // Load the object subnodes
- vector<SGPropertyNode_ptr> object_nodes =
- ((SGPropertyNode *)node)->getChildren("object");
- for (unsigned int i = 0; i < object_nodes.size(); i++) {
- const SGPropertyNode * object_node = object_nodes[i];
- if (object_node->hasChild("path"))
- _objects.push_back(new Object(object_node, _range_m));
- else
- SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
- }
-}
-
-SGMaterial::ObjectGroup::~ObjectGroup ()
-{
- for (unsigned int i = 0; i < _objects.size(); i++) {
- delete _objects[i];
- _objects[i] = 0;
- }
-}
-
-double
-SGMaterial::ObjectGroup::get_range_m () const
-{
- return _range_m;
-}
-
-int
-SGMaterial::ObjectGroup::get_object_count () const
-{
- return _objects.size();
-}
-
-SGMaterial::Object *
-SGMaterial::ObjectGroup::get_object (int index) const
-{
- return _objects[index];
-}
+#include <simgear/scene/model/model.hxx>
+#include "mat.hxx"
\f
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
-SGMaterial::SGMaterial( const string &fg_root,
- const SGPropertyNode *props,
- bool smooth_shading,
- bool use_textures )
+SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props, const char *season )
{
init();
- read_properties( fg_root, props );
- build_ssg_state( false, smooth_shading, use_textures );
+ read_properties( fg_root, props, season );
+ build_state( false );
}
-SGMaterial::SGMaterial( const string &texpath,
- bool smooth_shading,
- bool use_textures )
+SGMaterial::SGMaterial( const string &texpath )
{
init();
- texture_path = texpath;
- build_ssg_state( true, smooth_shading, use_textures );
+
+ _internal_state st( NULL, texpath, false );
+ _status.push_back( st );
+
+ build_state( true );
}
-SGMaterial::SGMaterial( ssgSimpleState *s,
- bool smooth_shading,
- bool use_textures )
+SGMaterial::SGMaterial( osg::StateSet *s )
{
init();
- set_ssg_state( s, smooth_shading, use_textures );
+ set_state( s );
}
SGMaterial::~SGMaterial (void)
{
- for (unsigned int i = 0; i < object_groups.size(); i++) {
- delete object_groups[i];
- object_groups[i] = 0;
- }
}
////////////////////////////////////////////////////////////////////////
void
-SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props )
+SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props, const char *season )
{
- // Get the path to the texture
- string tname = props->getStringValue("texture", "unknown.rgb");
- SGPath tpath( fg_root );
- tpath.append("Textures.high");
- tpath.append(tname);
- if (!local_file_exists(tpath.str())) {
- tpath = SGPath( fg_root );
+ // Gather the path(s) to the texture(s)
+ vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
+ for (unsigned int i = 0; i < textures.size(); i++)
+ {
+ string tname = textures[i]->getStringValue();
+ string otname = tname;
+
+ if (tname == "") {
+ tname = "unknown.rgb";
+ }
+
+ SGPath tpath( fg_root );
+ tpath.append("Textures.high");
+ tpath.append(tname);
+ if ( !ulFileExists(tpath.c_str()) ) {
+ tpath = SGPath( fg_root );
+ tpath.append("Textures");
+ tpath.append(tname);
+ }
+
+ if ( ulFileExists(tpath.c_str()) ) {
+ _internal_state st( NULL, tpath.str(), false );
+ _status.push_back( st );
+ }
+ }
+
+ if (textures.size() == 0) {
+ string tname = "unknown.rgb";
+ SGPath tpath( fg_root );
tpath.append("Textures");
+ tpath.append("Terrain");
tpath.append(tname);
+ _internal_state st( NULL, tpath.str(), true );
+ _status.push_back( st );
}
- texture_path = tpath.str();
xsize = props->getDoubleValue("xsize", 0.0);
ysize = props->getDoubleValue("ysize", 0.0);
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
+ tree_coverage = props->getDoubleValue("tree-coverage", 0.0);
+ tree_height = props->getDoubleValue("tree-height-m", 0.0);
+ tree_width = props->getDoubleValue("tree-width-m", 0.0);
+ tree_range = props->getDoubleValue("tree-range-m", 0.0);
+ tree_varieties = props->getIntValue("tree-varieties", 1);
- ambient[0] = props->getDoubleValue("ambient/r", 0.0);
- ambient[1] = props->getDoubleValue("ambient/g", 0.0);
- ambient[2] = props->getDoubleValue("ambient/b", 0.0);
- ambient[3] = props->getDoubleValue("ambient/a", 0.0);
-
- diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
- diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
- diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
- diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
+ SGPath tpath( fg_root );
+ tpath.append(props->getStringValue("tree-texture"));
+ tree_texture = tpath.str();
+
+ // surface values for use with ground reactions
+ solid = props->getBoolValue("solid", true);
+ friction_factor = props->getDoubleValue("friction-factor", 1.0);
+ rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
+ bumpiness = props->getDoubleValue("bumpiness", 0.0);
+ load_resistance = props->getDoubleValue("load-resistance", 1e30);
+
+ // Taken from default values as used in ac3d
+ ambient[0] = props->getDoubleValue("ambient/r", 0.2);
+ ambient[1] = props->getDoubleValue("ambient/g", 0.2);
+ ambient[2] = props->getDoubleValue("ambient/b", 0.2);
+ ambient[3] = props->getDoubleValue("ambient/a", 1.0);
+
+ diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
+ diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
+ diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
+ diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
specular[0] = props->getDoubleValue("specular/r", 0.0);
specular[1] = props->getDoubleValue("specular/g", 0.0);
specular[2] = props->getDoubleValue("specular/b", 0.0);
- specular[3] = props->getDoubleValue("specular/a", 0.0);
+ specular[3] = props->getDoubleValue("specular/a", 1.0);
emission[0] = props->getDoubleValue("emissive/r", 0.0);
emission[1] = props->getDoubleValue("emissive/g", 0.0);
emission[2] = props->getDoubleValue("emissive/b", 0.0);
- emission[3] = props->getDoubleValue("emissive/a", 0.0);
+ emission[3] = props->getDoubleValue("emissive/a", 1.0);
- shininess = props->getDoubleValue("shininess", 0.0);
+ shininess = props->getDoubleValue("shininess", 1.0);
vector<SGPropertyNode_ptr> object_group_nodes =
((SGPropertyNode *)props)->getChildren("object-group");
for (unsigned int i = 0; i < object_group_nodes.size(); i++)
- object_groups.push_back(new ObjectGroup(object_group_nodes[i]));
+ object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
+
+ // read glyph table for taxi-/runway-signs
+ vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
+ for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
+ const char *name = glyph_nodes[i]->getStringValue("name");
+ if (name)
+ glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
+ }
}
void
SGMaterial::init ()
{
- texture_path = "";
- state = 0;
- textured = 0;
- nontextured = 0;
+ _status.clear();
+ _current_ptr = 0;
xsize = 0;
ysize = 0;
wrapu = true;
wrapv = true;
+
mipmap = true;
light_coverage = 0.0;
- texture_loaded = false;
- refcount = 0;
- shininess = 0.0;
+
+ solid = true;
+ friction_factor = 1;
+ rolling_friction = 0.02;
+ bumpiness = 0;
+ load_resistance = 1e30;
+
+ shininess = 1.0;
for (int i = 0; i < 4; i++) {
- ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
+ ambient[i] = (i < 3) ? 0.2 : 1.0;
+ specular[i] = (i < 3) ? 0.0 : 1.0;
+ diffuse[i] = (i < 3) ? 0.8 : 1.0;
+ emission[i] = (i < 3) ? 0.0 : 1.0;
}
}
-bool
-SGMaterial::load_texture ()
+osg::StateSet *
+SGMaterial::get_state (int n)
{
- if (texture_loaded) {
- return false;
- } else {
- SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
- << texture_path );
- textured->setTexture( (char *)texture_path.c_str(),
- wrapu, wrapv, mipmap );
- texture_loaded = true;
- return true;
+ if (_status.size() == 0) {
+ SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
+ return NULL;
+ }
+
+ int i = n >= 0 ? n : _current_ptr;
+
+ if(!_status[i].texture_loaded)
+ {
+ assignTexture(_status[i].state.get(), _status[i].texture_path,
+ wrapu, wrapv, mipmap);
+ _status[i].texture_loaded = true;
}
+ osg::StateSet *st = _status[i].state.get();
+
+ _current_ptr += 1;
+ if (_current_ptr >= _status.size())
+ _current_ptr = 0;
+
+ return st;
}
void
-SGMaterial::build_ssg_state( bool defer_tex_load,
- bool smooth_shading,
- bool use_textures )
+SGMaterial::build_state( bool defer_tex_load )
{
- GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
-
- state = new ssgStateSelector(2);
- state->ref();
-
- textured = new ssgSimpleState();
- textured->ref();
-
- nontextured = new ssgSimpleState();
- nontextured->ref();
-
- // Set up the textured state
- textured->setShadeModel( shade_model );
- textured->enable( GL_LIGHTING );
- textured->enable ( GL_CULL_FACE ) ;
- textured->enable( GL_TEXTURE_2D );
- textured->disable( GL_BLEND );
- textured->disable( GL_ALPHA_TEST );
- if ( !defer_tex_load ) {
- SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
- textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
- texture_loaded = true;
- } else {
- texture_loaded = false;
+ for (unsigned int i = 0; i < _status.size(); i++)
+ {
+ osg::StateSet *stateSet = new osg::StateSet;
+ stateSet->setUserData(new SGMaterialUserData(this));
+
+ // Set up the textured state
+ osg::ShadeModel* shadeModel = new osg::ShadeModel;
+ shadeModel->setMode(osg::ShadeModel::SMOOTH);
+ stateSet->setAttribute(shadeModel);
+
+ osg::CullFace* cullFace = new osg::CullFace;
+ cullFace->setMode(osg::CullFace::BACK);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+ stateSet->setAttribute(cullFace);
+
+ stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
+
+ _status[i].texture_loaded = false;
+
+ osg::Material* material = new osg::Material;
+ material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+ material->setAmbient(osg::Material::FRONT_AND_BACK, ambient.osg());
+ material->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse.osg());
+ material->setSpecular(osg::Material::FRONT_AND_BACK, specular.osg());
+ material->setEmission(osg::Material::FRONT_AND_BACK, emission.osg());
+ material->setShininess(osg::Material::FRONT_AND_BACK, shininess );
+ stateSet->setAttribute(material);
+
+ if (ambient[3] < 1 || diffuse[3] < 1 ||
+ specular[3] < 1 || emission[3] < 1) {
+ stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+ } else {
+ stateSet->setRenderingHint(osg::StateSet::OPAQUE_BIN);
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+ }
+
+ _status[i].state = stateSet;
}
- textured->enable( GL_COLOR_MATERIAL );
-#if 0
- textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-#else
- textured->setMaterial ( GL_AMBIENT,
- ambient[0], ambient[1],
- ambient[2], ambient[3] ) ;
- textured->setMaterial ( GL_DIFFUSE,
- diffuse[0], diffuse[1],
- diffuse[2], diffuse[3] ) ;
- textured->setMaterial ( GL_SPECULAR,
- specular[0], specular[1],
- specular[2], specular[3] ) ;
- textured->setMaterial ( GL_EMISSION,
- emission[0], emission[1],
- emission[2], emission[3] ) ;
- textured->setShininess ( shininess );
-#endif
+}
- // Set up the coloured state
- nontextured->enable( GL_LIGHTING );
- nontextured->setShadeModel( shade_model );
- nontextured->enable ( GL_CULL_FACE ) ;
- nontextured->disable( GL_TEXTURE_2D );
- nontextured->disable( GL_BLEND );
- nontextured->disable( GL_ALPHA_TEST );
- nontextured->disable( GL_COLOR_MATERIAL );
-
- nontextured->setMaterial ( GL_AMBIENT,
- ambient[0], ambient[1],
- ambient[2], ambient[3] ) ;
- nontextured->setMaterial ( GL_DIFFUSE,
- diffuse[0], diffuse[1],
- diffuse[2], diffuse[3] ) ;
- nontextured->setMaterial ( GL_SPECULAR,
- specular[0], specular[1],
- specular[2], specular[3] ) ;
- nontextured->setMaterial ( GL_EMISSION,
- emission[0], emission[1],
- emission[2], emission[3] ) ;
- nontextured->setShininess ( shininess );
-
- state->setStep( 0, textured ); // textured
- state->setStep( 1, nontextured ); // untextured
-
- // Choose the appropriate starting state.
- if ( use_textures ) {
- state->selectStep(0);
- } else {
- state->selectStep(1);
- }
+
+void SGMaterial::set_state( osg::StateSet *s )
+{
+ _status.push_back( _internal_state( s, "", true ) );
}
+void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
+ bool _wrapu, bool _wrapv, bool _mipmap )
+{
+ osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
+ mipmap ? -1 : 0);
+ texture->setMaxAnisotropy( SGGetTextureFilter());
+ state->setTextureAttributeAndModes(0, texture);
+
+ osg::TexEnv* texEnv = new osg::TexEnv;
+ texEnv->setMode(osg::TexEnv::MODULATE);
+ state->setTextureAttributeAndModes(0, texEnv);
+}
-void SGMaterial::set_ssg_state( ssgSimpleState *s,
- bool smooth_shading, bool use_textures )
+SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
+{
+ map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
+ it = glyphs.find(name);
+ if (it == glyphs.end())
+ return 0;
+
+ return it->second;
+}
+
+\f
+////////////////////////////////////////////////////////////////////////
+// SGMaterialGlyph.
+////////////////////////////////////////////////////////////////////////
+
+SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
+ _left(p->getDoubleValue("left", 0.0)),
+ _right(p->getDoubleValue("right", 1.0))
{
- GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
-
- state = new ssgStateSelector(2);
- state->ref();
-
- textured = s;
- texture_loaded = true;
-
- nontextured = new ssgSimpleState();
- nontextured->ref();
-
- // Set up the textured state
- textured->setShadeModel( shade_model );
-
- // Set up the coloured state
- nontextured->enable( GL_LIGHTING );
- nontextured->setShadeModel( shade_model );
- nontextured->enable ( GL_CULL_FACE ) ;
- nontextured->disable( GL_TEXTURE_2D );
- nontextured->disable( GL_BLEND );
- nontextured->disable( GL_ALPHA_TEST );
- nontextured->disable( GL_COLOR_MATERIAL );
-
- nontextured->setMaterial ( GL_AMBIENT,
- ambient[0], ambient[1],
- ambient[2], ambient[3] ) ;
- nontextured->setMaterial ( GL_DIFFUSE,
- diffuse[0], diffuse[1],
- diffuse[2], diffuse[3] ) ;
- nontextured->setMaterial ( GL_SPECULAR,
- specular[0], specular[1],
- specular[2], specular[3] ) ;
- nontextured->setMaterial ( GL_EMISSION,
- emission[0], emission[1],
- emission[2], emission[3] ) ;
- nontextured->setShininess ( shininess );
-
- state->setStep( 0, textured ); // textured
- state->setStep( 1, nontextured ); // untextured
-
- // Choose the appropriate starting state.
- if ( use_textures ) {
- state->selectStep(0);
- } else {
- state->selectStep(1);
- }
}
-// end of newmat.cxx
+void
+SGSetTextureFilter( int max) {
+ SGSceneFeatures::instance()->setTextureFilter( max);
+}
+
+int
+SGGetTextureFilter() {
+ return SGSceneFeatures::instance()->getTextureFilter();
+}